void CréerNiveau() { SectionRepos c = new SectionRepos(Jeu, Position, 0); ListSections.Add(c); Jeu.Components.Add(c); foreach (PrimitiveDeBase b in c.ObjetCollisionables) { TabListObjetCollisionables[0].Add(b); } Position = new Vector3(Position.X, Position.Y, Position.Z - c.LongueurNiveau); for (int i = 1; i < NbrSections; ++i) { int nombreAléatoire = GénérateurAléatoire.Next(0, NB_SECTIONS_DISPO); SectionDeNiveau a = null; switch (nombreAléatoire) { case 0: a = new SectionRepos(Jeu, Position, i); Position = new Vector3(Position.X, Position.Y, Position.Z - a.LongueurNiveau); break; case 1: a = new SectionHache(Jeu, Position, i); Position = new Vector3(Position.X, Position.Y, Position.Z - a.LongueurNiveau); break; case 2: a = new SectionHachesMultiples(Jeu, Position, 4, i); Position = new Vector3(Position.X, Position.Y, Position.Z - a.LongueurNiveau); break; case 3: a = new SectionVentilateur(Jeu, Position, i); Position = new Vector3(Position.X, Position.Y, Position.Z - a.LongueurNiveau); break; case 4: a = new SectionMobileHorizontale(Jeu, Position, i); Position = new Vector3(Position.X, Position.Y, Position.Z - a.LongueurNiveau); break; case 5: a = new SectionMobileMultiples(Jeu, Position, i); Position = new Vector3(Position.X, Position.Y, Position.Z - a.LongueurNiveau); break; case 6: a = new SectionMoitiéMur(Jeu, Position, i); Position = new Vector3(Position.X, Position.Y, Position.Z - a.LongueurNiveau); break; case 7: a = new SectionVentilateurDroite(Jeu, Position, i); Position = new Vector3(Position.X, Position.Y, Position.Z - a.LongueurNiveau); break; } ListSections.Add(a); Jeu.Components.Add(a); foreach (PrimitiveDeBase b in a.ObjetCollisionables) { TabListObjetCollisionables[i].Add(b); } } }