private static int GetWallAngle(BallMapElement pos) { switch (pos) { case BallMapElement.WallVertical: return(90); case BallMapElement.WallHorizontal: return(0); case BallMapElement.BottomLeftCorner: return(0); case BallMapElement.BottomRightCorner: return(90); case BallMapElement.TopLeftCorner: return(270); case BallMapElement.TopRightCorner: return(180); default: return(0); } }
private GameObject GetMapObject(BallMapElement pos) { switch (pos) { case BallMapElement.WallVertical: case BallMapElement.WallHorizontal: return(Wall); case BallMapElement.BottomLeftCorner: case BallMapElement.BottomRightCorner: case BallMapElement.TopLeftCorner: case BallMapElement.TopRightCorner: return(Corner); case BallMapElement.FinishPoint: return(FinishPoint); case BallMapElement.StartPoint: return(_player); default: return(null); } }
/* * Generate Map * mapSize: size of generated map */ public static BallMapElement[,] GenerateMap(int mapSize) { var map = new BallMapElement[mapSize, mapSize]; var random = new Random(Environment.TickCount); SetupBorders(mapSize, map); SetupCorners(mapSize, map); var mapvalues = new StringBuilder(); for (var x = 1; x < mapSize - 1; x++) { mapvalues.AppendLine(); for (var y = 1; y < mapSize - 1; y++) { map[x, y] = (BallMapElement)random.Next(3); mapvalues.AppendFormat("{0} ", map[x, y]); } mapvalues.AppendLine(); } SetupAssets(mapSize, map, random); Debug.Log(string.Format("Map {0}", mapvalues)); return(map); }