void SetPlayableArray() { playableCubes = new ArrayCubes[create.widthX, create.heightY]; for (int i = 0; i < create.widthX; i++) { for (int j = 0; j < create.heightY; j++) { int k = 0; Vector3 V = ReOrderijk(i, j, k); //print(V); int vX = (int)V.x; int vY = (int)V.y; int vZ = (int)V.z; ArrayCubes c = create.cubeArray[vX, vY, vZ]; while (!(playableCubes [i, j] == c || playableCubes [i, j] == deadCube)) { c = create.cubeArray[vX, vY, vZ]; if (c.active) { playableCubes [i, j] = c; } else if (vZ < create.depthZ) { vZ += cFace.ZDirection(); print(vZ); } if (vZ >= create.depthZ || vZ < 0) { // Dead square playableCubes [i, j] = deadCube; } } } } print(playableCubes[0, 0].x + ", " + playableCubes[0, 0].y + ", " + playableCubes[0, 0].z); }
void Awake() { cubePositions = new Vector3[widthX * heightY * depthZ]; cubeArray = new ArrayCubes[widthX, heightY, depthZ]; for (int x = 0; x < widthX; x++) { for (int y = 0; y < heightY; y++) { for (int z = 0; z < depthZ; z++) { cubePositions[z] = new Vector3(x, y, z); ArrayCubes cube = Instantiate(cubePrefab, new Vector3(x - widthX / 2 + 0.5f, y - heightY / 2 + 0.5f, z - depthZ / 2 + 0.5f), Quaternion.identity); cube.gameObject.transform.parent = gameObject.transform; cube.x = x; cube.y = y; cube.z = z; cubeArray[x, y, z] = cube; } } } }