Пример #1
0
    // Use this for initialization
    void Awake()
    {
        activated        = true;
        playerController = GameObject.Find("Player").GetComponent <PlayerController> ();
        NumGen ng = NumGen.getInatance();

        row = ng.getX();
        col = ng.getY();

        //map = new GameObject[row, col];
        //ob_map = new GameObject[row, col];

        Room     r1 = new Room(room_num);
        Obstical obstical;

        if (room_num == 5)
        {
            obstical = new Obstical(GameVars.num_exit, row, col);
        }
        else
        {
            obstical = new Obstical(GameVars.num_Room_Random, row, col);
        }

        Create(row, col, obstical.grid);
        Create(row, col, r1.grid);
        if (transform.position.x == 0 && gameObject.name == "Room4(Clone)")
        {
            AddPlayerSpawn();
        }
        BoxCollider2D collider = gameObject.AddComponent <BoxCollider2D>();

        collider.size      = new Vector2((row * tileSize) - tileSize * 2, (col * tileSize) - tileSize * 2);
        collider.isTrigger = true;
        Vector2 v = new Vector2(((row * tileSize) / 2) - tileSize / 2, ((col * tileSize) / 2) - tileSize / 2);

        collider.center = v;
    }
Пример #2
0
    // Use this for initialization
    void Awake()
    {
        NumGen ng = NumGen.getInatance();

        numTiles_inRow = ng.getX();
        numTiles_inCol = ng.getY();


        map  = new GameObject[row, col];
        grid = new int[row, col];
        for (int i = 0; i < row; i++)
        {
            for (int j = 0; j < col; j++)
            {
                grid[i, j] = 0;
                //map[i,j] = (GameObject)Instantiate(prefab,new Vector3(i*.32f*4,j*.32f*4,0),Quaternion.identity);
            }
        }
        int x = 0;
        int y = Random.Range(0, col);

        grid [x, y] = -1;
        CreatMap(x, y);
        for (int i = 0; i < row; i++)
        {
            for (int j = 0; j < col; j++)
            {
                float position_x = transform.position.x + i * tileWidth * numTiles_inRow;
                float position_y = transform.position.y + j * tileHeight * numTiles_inCol;
                if (grid[i, j] != 0)
                {
                    if (grid[i, j] == 3)
                    {
                        map[i, j] = (GameObject)Instantiate(room3, new Vector3(position_x, position_y, 0), Quaternion.identity);
                        map[i, j].transform.parent = transform;
                    }
                    if (grid[i, j] == 2)
                    {
                        map[i, j] = (GameObject)Instantiate(room1, new Vector3(position_x, position_y, 0), Quaternion.identity);
                        map[i, j].transform.parent = transform;
                    }
                    if (grid[i, j] == 5)
                    {
                        map[i, j] = (GameObject)Instantiate(roomFinal, new Vector3(position_x, position_y, 0), Quaternion.identity);
                        map[i, j].transform.parent = transform;
                    }
                    if (grid[i, j] == 4)
                    {
                        map[i, j] = (GameObject)Instantiate(room4, new Vector3(position_x, position_y, 0), Quaternion.identity);
                        map[i, j].transform.parent = transform;
                    }
                    if (grid[i, j] == -1)
                    {
                        map[i, j] = (GameObject)Instantiate(room1, new Vector3(position_x, position_y, 0), Quaternion.identity);
                        map[i, j].transform.parent = transform;
                    }
                    if (grid[i, j] == 1)
                    {
                        map[i, j] = (GameObject)Instantiate(room1, new Vector3(position_x, position_y, 0), Quaternion.identity);
                        map[i, j].transform.parent = transform;
                    }
                }
                if (grid[i, j] == 0)
                {
                    map[i, j] = (GameObject)Instantiate(room0, new Vector3(position_x, position_y, 0), Quaternion.identity);
                    map[i, j].transform.parent = transform;
                }
                map[i, j].GetComponent <RoomGen>().roomDifficulty = (int)(i + Random.Range(1, 2)) * Random.Range(5, 10);
            }
        }
    }