void createGrid() { Vector2 gridSize = calcGridSize(); GameObject cellGridGO = new GameObject("CellGrid"); Debug.Log("GridManager createGrid. GridSize X : " + gridSize.x + " GridSize Y: " + gridSize.y); for (float y = 0; y < gridSize.y; y++) { List <CollabCell> current_list = new List <CollabCell>(); for (float x = 0; x < gridSize.x; x++) { GameObject cell = (GameObject)Instantiate(Cell); Vector2 gridPos = new Vector2(x, y); cell.transform.position = calcWorldCoord(gridPos); cell.transform.parent = cellGridGO.transform; CellPassthrough cell_pass = cell.GetComponent <CellPassthrough>(); if (!cell_pass.CanPass()) { Debug.Log("FOOO"); } int score = cell_pass.CanPass() ? CollabCell.BASE_SCORE : CollabCell.IMPASS_SCORE; // Debug.Log("Gridmanager creategrid current score for x, y {" + x + "," + y + "} is "+ score); CollabCell store_cell = new CollabCell(cell, score, cell_pass.CanPass()); current_list.Add(store_cell); } _cells.Add(current_list); } }
public void UpdateGrid(List <Cell> newCells) { CellGrid.Clear(); foreach (Cell cell in newCells) { CellGrid.Add(cell); } }