示例#1
0
        /// <summary>
        /// 生成地图
        /// </summary>
        protected override void Generate(float _nowX)
        {
            float startX = -(XGridNum - 0.4f) / 2 - _nowX;

            int endIndex = (int)((_nowX + XGridNum) / 0.4f + 2);

            for (int j = NowIndex; j < endIndex && j < BrickArr.GetLength(1); j++) //生成砖块
            {
                for (int i = 0; i < BrickArr.GetLength(0); i++)
                {
                    int goldType = BrickArr[i, j];
                    if (goldType != 0)                 //不是0创建金币
                    {
                        float   y   = 4.8f - i * 0.4f; //计算过程  5 - 0.2f
                        Vector2 pos = new Vector2(startX + 0.4f * j, y);

                        Gold gold = Instantiate(GoldPrefab, pos, Quaternion.identity, transform); //生成一个金币

                        gold.SetType(GoldImageList[goldType - 1], AddScoreList[goldType - 1]);    //设置金币类型
                    }
                }
            }

            NowIndex = endIndex;
        }
示例#2
0
        protected override void Generate(float _nowX)
        {
            float startX   = -(XGridNum - 0.4f) / 2 - _nowX;
            int   endIndex = (int)((_nowX + XGridNum) / 0.4f + 2);


            for (int j = NowIndex; j < endIndex && j < BrickArr.GetLength(1); j++)
            {
                for (int i = 0; i < BrickArr.GetLength(0); i++)
                {
                    int brickIndex = BrickArr[i, j];
                    if (brickIndex != 0)                //不是0创建砖块
                    {
                        float   y   = -3.7f - i * 0.4f; //计算过程 -2.2f - 1.5f
                        Vector2 pos = new Vector2(startX + 0.4f * j, y);

                        if (brickIndex == 1)
                        {
                            pos += new Vector2(-0.127f, 0);
                        }
                        else if (brickIndex == 5)
                        {
                            pos += new Vector2(0.08f, 0);
                        }

                        Instantiate(BrickList[brickIndex - 1], pos, Quaternion.identity, transform); //生成一个砖块
                        break;
                    }
                }
            }

            NowIndex = endIndex;
        }