private void FillCells(CellMap map, EnumCellState state, int x1, int y1, int x2, int y2) { for (int i = x1; i <= x2; i++) { for (int j = y1; j <= y2; j++) { map.SetSegment(new MapPos(i, j), state); } } }
private void OnClick() { if (State == EnumCellState.Buildable) { GameController.BuildTower(transform.position); GameController.ShowMap(false); State = EnumCellState.Blocked; GameController.GetInstance().ChangedCells.Add(this); } }
public GridCell(Vector3 position) { var go = Skin.GetPrefab(Skin.GamePrefabs.Cell); GO = Instantiate(go, position, go.transform.rotation) as GameObject; State = EnumCellState.Walkable; OriginalColor = GO.GetComponent<SpriteRenderer>().color; _script = GO.AddComponent<GridCell>(); _script.GO = GO; _script.OriginalColor = OriginalColor; _script.State = State; OriginalState = State; }
public static string GetCharFromCell(EnumCellState state) { switch (state) { case EnumCellState.OPEN: return(" "); case EnumCellState.CLOSED: return("#"); case EnumCellState.LOCK_OPEN: return(" "); case EnumCellState.LOCK_CLOSED: return("#"); } return(" "); }
public static bool SimpleState(this EnumCellState state) { return(state == EnumCellState.OPEN || state == EnumCellState.LOCK_OPEN); }
// CELLS public static bool IsLocked(this EnumCellState state) { return(state == EnumCellState.LOCK_OPEN || state == EnumCellState.LOCK_CLOSED); }