private void Initialize() { var markers = new BagOfMarkers <MarkerData>(new[] { _cellsData.MarkerTypeOne, _cellsData.MarkerTypeTwo, _cellsData.MarkerTypeThree }, _cellsData.MarkerEachTypeCount); for (int y = 0; y < _gameField.GridSize; y++) { for (int x = 0; x < _gameField.GridSize; x++) { var cell = new Cell <CellData>(); if (x % 2 == 1) { if (y % 2 == 0) { cell.CellStatus = ECellStatus.Blocked; cell.Item = _cellsData.Blockage; } else { cell.CellStatus = ECellStatus.Empty; } } else { cell.CellStatus = ECellStatus.Occupied; cell.Item = markers.NextMarker(); } _gameField.Grid.SetCell(x, y, cell); Instantiate(_cellUIPrefab, _cellsHolderUI, true); } } }
public void Refresh() { var markers = new BagOfMarkers <MarkerData>(new[] { _cellsData.MarkerTypeOne, _cellsData.MarkerTypeTwo, _cellsData.MarkerTypeThree }, _cellsData.MarkerEachTypeCount); _gameField.Clear(); for (int y = 0; y < _gameField.GridSize; y++) { for (int x = 0; x < _gameField.GridSize; x++) { var cell = new Cell <CellData>(); if (x % 2 == 1) { if (y % 2 == 0) { cell.CellStatus = ECellStatus.Blocked; cell.Item = _cellsData.Blockage; } else { cell.CellStatus = ECellStatus.Empty; } } else { cell.CellStatus = ECellStatus.Occupied; cell.Item = markers.NextMarker(); } _gameField.Grid.SetCell(x, y, cell); } } }