// Start is called before the first frame update void Start() { instance = this; Vector3 spawnPosition = startPoint.position; for (int i = 0; i < tilesToPreSpawn; i++) { spawnPosition -= tilePrefab.startPoint.localPosition; tile spawnedTile = Instantiate(tilePrefab, spawnPosition, Quaternion.identity) as tile; // if(tilesWithNoObstaclesTmp > 0) // { // spawnedTile.DeactivateAllObstacles(); // tilesWithNoObstaclesTmp--; // } // else // { spawnedTile.ActivateRandomObstacle(); // } spawnPosition = spawnedTile.endPoint.position; spawnedTile.transform.SetParent(transform); spawnedTiles.Add(spawnedTile); } }
public void instantiate(toolManager tM, int i) { toolManager = tM; item = items.instance.itemObjects[i]; ground = toolManager.GetComponent <ground>(); cam = Camera.main; star(); GetLengths(); }
// Use this for initialization void Start() { for (int i = 0; i < 3; ++i) { g [i] = new ground(); g [i].gr = Instantiate(gr, new Vector2(0, 0), Quaternion.identity); g [i].onScreen = false; } g [1].gr.transform.position = new Vector2(90f + 45f, -4.89f); g [1].onScreen = true; }
public void resultTest2() { ground obj = new ground(); if (obj.stp(800) == 1) { Assert.IsTrue(true); } else { Assert.IsTrue(false); } }
public void resultTest() { ground obj = new ground(); if (obj.genStep() > 10) { Assert.IsTrue(true); } else { Assert.IsTrue(false); } }
void organizeGround(List <GameObject> groundList) { removeground = new List <GameObject>(); for (int i = 0; i < groundList.Count - 1; i++) { ground firstquad = groundList[i].GetComponent <ground>(); ground secondquad = groundList[i + 1].GetComponent <ground> (); if (firstquad.getTL().x == secondquad.getTL().x&& firstquad.getTR().x == secondquad.getTR().x) { int j = i + 2; while (j < groundList.Count) { secondquad = groundList[j].GetComponent <ground>(); if (firstquad.getTL().x == secondquad.getTL().x&& firstquad.getTR().x == secondquad.getTR().x) { j++; continue; } else { break; } } for (int k = i; k < j; k++) { removeground.Add(groundList[k]); } float currheight = float.MinValue; GameObject currhighest = removeground[0]; for (int l = 0; l < removeground.Count; l++) { if (removeground[l].GetComponent <ground>().getTL().y > currheight) { currhighest = removeground[l]; currheight = currhighest.GetComponent <ground>().getTL().y; } } removeground.Remove(currhighest); for (int m = 0; m < removeground.Count; m++) { groundList.Remove(removeground[m]); } } } }
bool CanBuildHere(ground g) { return(true); }
public void Visible(ground g) { gameObject.SetActive(true); currentGround = g; }