void UpdateRayPosition(GridLimit limit) { // var cubes = limit.GetComponentsInChildren<Transform>(true); // var j = 0; // for (int i = 0; i < cubes.Length; i++) // { // if (cubes[i].name.StartsWith("Cube")) // { // Rays[j].transform.position = cubes[i].position; // // Rays[j].transform.parent = cubes[i]; // j++; // } // } }
public void NewGrid() { placing_Grid = true; currentGridSize = 0; GridNumber++; Grid2_2 = false; HasInstantiated = false; NextGridButton.interactable = false; bool is3_3; int levelNo = GridNumber; switch (levelNo) { case 1: if (Random.Range(1, 11) >= 3) // 30 % chace for 2 x 2 { is3_3 = true; } else { is3_3 = false; } break; case 2: if (Random.Range(1, 11) >= 3) // 30 % chace for 2 x 2 { is3_3 = true; } else { is3_3 = false; } break; case 3: if (Random.Range(1, 11) >= 4) // 40 % chace for 2 x 2 { is3_3 = true; } else { is3_3 = false; } break; case 4: if (Random.Range(1, 11) >= 7) // 70 % chace for 2 x 2 { is3_3 = true; } else { is3_3 = false; } break; case 5: if (Random.Range(1, 11) >= 5) // 50 % chace for 2 x 2 { is3_3 = true; } else { is3_3 = false; } break; case 6: if (Random.Range(1, 11) >= 5) // 50 % chace for 2 x 2 { is3_3 = true; } else { is3_3 = false; } break; case 7: if (Random.Range(1, 11) >= 7) { is3_3 = true; } else { is3_3 = false; } break; case 8: if (Random.Range(1, 11) >= 4) { is3_3 = true; } else { is3_3 = false; } break; case 9: if (Random.Range(1, 11) >= 5) { is3_3 = true; } else { is3_3 = false; } break; case 10: if (Random.Range(1, 11) >= 5) { is3_3 = true; } else { is3_3 = false; } break; case 11: if (Random.Range(1, 11) >= 8) { is3_3 = true; } else { is3_3 = false; } break; case 12: if (Random.Range(1, 11) >= 3) { is3_3 = true; } else { is3_3 = false; } break; case 13: if (Random.Range(1, 11) >= 4) { is3_3 = true; } else { is3_3 = false; } break; case 14: if (Random.Range(1, 11) >= 7) { is3_3 = true; } else { is3_3 = false; } break; case 15: if (Random.Range(1, 11) >= 3) { is3_3 = true; } else { is3_3 = false; } break; default: if (Random.Range(1, 11) >= 5) { is3_3 = true; } else { is3_3 = false; } break; } if (is3_3) { //if (NextGridPos.x == 0) //{ NextGridPos = new Vector3(8, lastGrid.transform.position.y + NextGridHeight, -8); //} //else //{ // NextGridPos += new Vector3( 0, NextGridHeight ); //} NextGrid = Instantiate(Resources.Load("Grid 3_3"), NextGridPos, Quaternion.identity) as GameObject; NextGridLimit = NextGrid.GetComponent <GridLimit>(); TopArrowCurrent = NextGridLimit.TopArrow; BotArrowCurrent = NextGridLimit.BotArrow; LeftArrowCurrent = NextGridLimit.LeftArrow; RightArrowCurrent = NextGridLimit.RightArrow; currentGridSize = 9; // var cubes = NextGridLimit.GetComponentsInChildren<Transform>(true); // var j = 0; // for (int i = 0; i < cubes.Length; i++) // { // if (cubes[i].name.StartsWith("Cube")) // { // Rays[j].transform.position = cubes[i].position; // j++; // } // } UpdateRayPosition(NextGridLimit); } else { //if (NextGridPos.x == 0) //{ NextGridPos = new Vector3(4f, lastGrid.transform.position.y + NextGridHeight, 4f); //} //else //{ // NextGridPos += new Vector3( 0, NextGridHeight ); //} Grid2_2 = true; NextGrid = Instantiate(Resources.Load("Grid 2_2"), NextGridPos, Quaternion.identity) as GameObject; NextGridLimit = NextGrid.GetComponent <GridLimit>(); TopArrowCurrent = NextGridLimit.TopArrow; BotArrowCurrent = NextGridLimit.BotArrow; LeftArrowCurrent = NextGridLimit.LeftArrow; RightArrowCurrent = NextGridLimit.RightArrow; currentGridSize = 4; UpdateRayPosition(NextGridLimit); } }