Пример #1
0
 private void CreateNewCoin()
 {
     if (CoinsOnLevel < 10)
     {
         this.x    = UnityEngine.Random.Range(0, Columns) * cellWidth;
         this.z    = UnityEngine.Random.Range(0, Rows) * cellHeight;
         this.cell = mazeGenerator.GetMazeCell((int)x / 6, (int)z / 6);
         GameObject coin = Instantiate(GoalPrefab, new Vector3(this.x, 0.1f, this.z), Quaternion.Euler(90, 0, 0)) as GameObject;
         coin.transform.parent = transform;
         CoinsOnLevel++;
     }
 }
Пример #2
0
    private void Start()
    {
        Enemies [1].SetActive(false);
        Enemies [2].SetActive(false);

        mazeGenerator = new MazeGen(Rows, Columns);
        mazeGenerator.GenerateMaze();
        for (int row = 0; row < Rows; row++)
        {
            for (int column = 0; column < Columns; column++)
            {
                this.x    = column * cellWidth;
                this.z    = row * cellHeight;
                this.cell = mazeGenerator.GetMazeCell(row, column);
                GameObject tmp;
                tmp = Instantiate(Floor, new Vector3(x, 0, z), Quaternion.Euler(0, 0, 0)) as GameObject;
                tmp.transform.parent = transform;
                if (this.cell.WallRight)
                {
                    tmp = Instantiate(Wall, new Vector3(x + cellWidth / 2, 0, z) + Wall.transform.position, Quaternion.Euler(0, 90, 0)) as GameObject;
                    tmp.transform.parent = transform;
                }

                if (this.cell.WallFront)
                {
                    tmp = Instantiate(Wall, new Vector3(x, 0, z + cellHeight / 2) + Wall.transform.position, Quaternion.Euler(0, 0, 0)) as GameObject;
                    tmp.transform.parent = transform;
                }

                if (this.cell.WallLeft)
                {
                    tmp = Instantiate(Wall, new Vector3(x - cellWidth / 2, 0, z) + Wall.transform.position, Quaternion.Euler(0, 270, 0)) as GameObject;
                    tmp.transform.parent = transform;
                }

                if (this.cell.WallBack)
                {
                    tmp = Instantiate(Wall, new Vector3(x, 0, z - cellHeight / 2) + Wall.transform.position, Quaternion.Euler(0, 180, 0)) as GameObject;
                    tmp.transform.parent = transform;
                }
            }
        }
    }