Пример #1
0
    private void Start()
    {
        LivesText.text = $"Lives: {Lives}";

        int verticesColCount = _vertices.GetLength(0);
        int verticesRowCount = _vertices.GetLength(1);

        for (int i = 0; i < verticesColCount; i++)
        {
            for (int j = 0; j < verticesRowCount; j++)
            {
                _vertices[i, j] = new Vertex(this, i, j);
            }
        }

        for (int i = 0; i < CellColCount; i++)
        {
            for (int j = 0; j < CellRowCount; j++)
            {
                _cells[i, j] = new Cell(this, i, j, _vertices[i, j], _vertices[i + 1, j], _vertices[i, j + 1], _vertices[i + 1, j + 1]);

                Tile cellTile = (i % 2 != j % 2 ? Cell1 : Cell2);

                BackgroundTileMap.SetTile(new Vector3Int(i, j, 0), cellTile);
            }
        }

        Line line = GetLine();

        line.AddPoint(new Vector3(0, 0));
        line.AddPoint(new Vector3(verticesColCount - 1, 0));
        line.AddPoint(new Vector3(verticesColCount - 1, verticesRowCount - 1));
        line.AddPoint(new Vector3(0, verticesRowCount - 1));
        line.AddPoint(new Vector3(0, 0));
        line.PlaceLine();

        Outline.Clear();

        for (int i = 0; i < verticesColCount - 1; i++)
        {
            Vertex vertex = _vertices[i, 0];

            vertex.IsLinked = true;
            Outline.AddLast(vertex);
        }

        for (int j = 0; j < verticesRowCount - 1; j++)
        {
            Vertex vertex = _vertices[verticesColCount - 1, j];

            vertex.IsLinked = true;
            Outline.AddLast(vertex);
        }

        for (int i = verticesColCount - 1; i > 0; i--)
        {
            Vertex vertex = _vertices[i, verticesRowCount - 1];

            vertex.IsLinked = true;
            Outline.AddLast(vertex);
        }

        for (int j = verticesRowCount - 1; j > 0; j--)
        {
            Vertex vertex = _vertices[0, j];

            vertex.IsLinked = true;
            Outline.AddLast(vertex);
        }

        SpawnPlayer();

        SpawnEnemies();
    }