public void GenerateStart(int Y, GravityLevels.GravityMap gm) { for (int j = (gm.w / 2) - 2; j < (gm.w / 2) + 2; j++) { GenerateBlock(j, Y, gm, GravityLevels.MapGeneration.brick); } }
public void GenerateSolidRow(int Y, GravityLevels.GravityMap gm) { for (int j = 0; j < gm.w; j++) { GenerateBlock(j, Y, gm, GravityLevels.MapGeneration.brick); } }
public void LoadMap(GravityLevels.GravityMap map) { if (gm != null) { clearBlocks(); } gm = map; map.LoadMap(this); }
public void GenerateBlock(int col, int row, GravityLevels.GravityMap gm, GameObject block, int default_z = 0) { GameObject bb = Instantiate(block, new Vector3(col - (-.5f + ((float)gm.w / 2f)), -row, default_z), Quaternion.identity) as GameObject; bb.transform.parent = MapParent.transform; }
public void GenerateSides(int Y, GravityLevels.GravityMap gm) { GenerateBlock(-1, Y, gm, GravityLevels.MapGeneration.brick); GenerateBlock(gm.w, Y, gm, GravityLevels.MapGeneration.brick); }