private List <DescriptionBlocks> GetListBlocks() { List <DescriptionBlocks> lstBlocks = new List <DescriptionBlocks>(); string[] posHiding = inputPositionBlocksHiding.text.Split('-'); string[] posSolid = inputPositionBlocksSolid.text.Split('-'); foreach (string pos in posHiding) { DescriptionBlocks block = new DescriptionBlocks(); if (pos == "") { break; } block.SetType = BlockType.HidingPlace; block.Position = Convert.ToInt32(pos); lstBlocks.Add(block); } foreach (string pos in posSolid) { DescriptionBlocks block = new DescriptionBlocks(); if (pos == "") { break; } block.SetType = BlockType.Solid; block.Position = Convert.ToInt32(pos); lstBlocks.Add(block); } return(lstBlocks); }
public void Drop(DescriptionBlocks descriptionBlock) { Vector3 spawnPosition = lstBlocksPosition[descriptionBlock.Position]; GameObject obj = pull.GetObject(spawnPosition, Quaternion.identity); if (obj != null) { obj.SetActive(true); } }
private List <DescriptionBlocks> GetListBlock(int level) { List <DescriptionBlocks> listBlock = new List <DescriptionBlocks>(); int numberBlock = Convert.ToInt16(inputBlocks.text); for (int x = 0; x < numberBlock; x++) { DescriptionBlocks descriptionBlock = new DescriptionBlocks();; descriptionBlock.SetType = BlockType.Solid; listBlock.Add(descriptionBlock); } return(listBlock); }
private List <DescriptionBlocks> GetListBlock(int level) { List <DescriptionBlocks> listBlock = new List <DescriptionBlocks>(); int numberBlock = UnityEngine.Mathf.RoundToInt(coefficientOfVariationForBlocks * level); for (int x = 0; x < numberBlock; x++) { DescriptionBlocks descriptionBlock = new DescriptionBlocks();; descriptionBlock.SetType = BlockType.Solid; listBlock.Add(descriptionBlock); } return(listBlock); }