Пример #1
0
    // Use this for initialization
    void Start()
    {
        var mapGO = GameObject.Find("Map");

        // 4 x 4 map objects
        ETiles[,] waterTiles = new ETiles[, ]           // 10x10 water tieles
        {
            { ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water },
            { ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water },
            { ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water },
            { ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water },
            { ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water },
            { ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water },
            { ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water },
            { ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water },
            { ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water },
            { ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water, ETiles.water }
        };
        ETiles[,] grassTiles = new ETiles[, ]           // 10x10 water tieles
        {
            { ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass },
            { ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass },
            { ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass },
            { ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass },
            { ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass },
            { ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass },
            { ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass },
            { ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass },
            { ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass },
            { ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass, ETiles.grass }
        };

        const int mapSize = 4;
        MapObject tile;

        for (int i = 0; i < mapSize; ++i)
        {
            for (int j = 0; j < mapSize; ++j)
            {
                if (i == 0 || i == mapSize - 1 || j == 0 || j == mapSize - 1)
                {
                    tile = new MapObject(new Vector2(i * 10, j * 10), waterTiles, GetNeighbours(new Vector2(i, j)), m_TilePrefab, m_TileMaterials, mapGO);
                }
                else
                {
                    tile = new MapObject(new Vector2(i * 10, j * 10), grassTiles, GetNeighbours(new Vector2(i, j)), m_TilePrefab, m_TileMaterials, mapGO);
                }
                m_TileList.Add(tile);
            }
        }

        // spawns
        var spawned = Instantiate(m_CreaturePrefab, new Vector3(20, 0, 20), Quaternion.identity, m_CreatureMapObj.transform).GetComponent <CreatureAI>();

        spawned.Setup(null, this, m_Core);
        CreatureAIs.Add(spawned);
    }
Пример #2
0
    public void ChangeTile(STile tile, ETiles newTileState)
    {
        tile.m_TileType = newTileState;

        // update colour
        switch (newTileState)
        {
        case ETiles.water:
            tile.m_GameObject.GetComponent <Renderer>().material = m_TileMaterials[(int)ETiles.water];
            break;

        case ETiles.sand:
            tile.m_GameObject.GetComponent <Renderer>().material = m_TileMaterials[(int)ETiles.sand];
            break;

        case ETiles.grass:
            tile.m_GameObject.GetComponent <Renderer>().material = m_TileMaterials[(int)ETiles.grass];
            break;

        default:
            break;
        }
    }