public void GenerateFrame() { dCellType tempT = dCellType.dBlock; int tx = 0, ty = 0; while (tempT != dCellType.dFrame) { tx = Random.Range(0, MapWidth - 1); ty = Random.Range(0, MapHeight - 1); //Debug.Log(tx + ", " + ty); if (map[tx, ty] == dCellType.dNone) { tempT = dCellType.dFrame; } } map[tx, ty] = dCellType.dFrame; GameObject tObj = GameObject.Instantiate((GameObject)(Resources.Load("Prefabs/FramePrefab"))); if (obj[tx, ty] == null) { obj[tx, ty] = tObj; } tObj.transform.position = new Vector3(tx * cellSize + cellSize / 2, ty * cellSize + cellSize / 2, 0); }
// 载入裂缝 public GameObject LoadSkill(dDirection dir, dCellType _t) { GameObject tem; if (_t == dCellType.dCrack_1) { tem = (GameObject)Resources.Load("Prefabs/crackPrefab"); tem.GetComponent <Skill>().currentDir = dir; tem.GetComponent <SpriteRenderer>().sortingLayerName = "bg"; return(tem); } else if (_t == dCellType.dCrack_2) { tem = (GameObject)Resources.Load("Prefabs/crackPrefab_2"); tem.GetComponent <Skill>().currentDir = dir; tem.GetComponent <SpriteRenderer>().sortingLayerName = "bg"; return(tem); } else if (_t == dCellType.dBlock) { tem = (GameObject)Resources.Load("Prefabs/crackPrefab_3"); tem.GetComponent <Skill>().currentDir = dir; tem.GetComponent <SpriteRenderer>().sortingLayerName = "bg"; return(tem); } else { return(null); } }
public void Respawn(GameObject player) { dCellType tempT = dCellType.dFrame; int tx = 0, ty = 0; while (tempT != dCellType.dNone) { tx = Random.Range(0, MapWidth - 1); ty = Random.Range(0, MapHeight - 1); //Debug.Log(tx + ", " + ty); if (map[tx, ty] == dCellType.dFrame) { tempT = dCellType.dFrame; } else if (map[tx, ty] == dCellType.dBlock) { tempT = dCellType.dBlock; } else if (map[tx, ty] == dCellType.dCrack_1) { tempT = dCellType.dCrack_1; } else if (map[tx, ty] == dCellType.dCrack_2) { tempT = dCellType.dCrack_2; } else if (map[tx, ty] == dCellType.dItem) { tempT = dCellType.dItem; } else if (map[tx, ty] == dCellType.dNone) { tempT = dCellType.dNone; } } player.transform.position = new Vector3(tx * cellSize + cellSize / 2, ty * cellSize + cellSize / 2, 0); }