示例#1
0
    //Work

    /// <summary>
    /// First Load Map
    /// </summary>
    private void Set_FirstStart()
    {
        l2_GroundCode = new List <List <char> >();
        l2_ObjectCode = new List <List <char> >();
        l2_Ground     = new List <List <GameObject> >();
        l2_Object     = new List <List <GameObject> >();

        for (int i = 0; i < v2_SizeMap.x; i++)
        {
            l2_GroundCode.Add(new List <char>());
            l2_ObjectCode.Add(new List <char>());
            l2_Ground.Add(new List <GameObject>());
            l2_Object.Add(new List <GameObject>());
            for (int j = 0; j < v2_SizeMap.y; j++)
            {
                l2_GroundCode[i].Add(l_GroundCode[0]);
                l2_ObjectCode[i].Add(l_ObjectCode[0]);

                {
                    GameObject g_Ground = cl_Object.Set_Prepab_Create(l_Ground[0], this.transform);
                    g_Ground.GetComponent <Isometric_Single>().Set_Pos(new Vector2(i, j));
                    g_Ground.GetComponent <Isometric_Single>().b_isObject = false;
                    l2_Ground[i].Add(g_Ground);
                }

                {
                    GameObject g_Object = cl_Object.Set_Prepab_Create(l_Object[0], this.transform);
                    g_Object.GetComponent <Isometric_Single>().Set_Pos(new Vector2(i, j));
                    g_Object.GetComponent <Isometric_Single>().b_isObject = true;
                    l2_Object[i].Add(g_Object);
                }
            }
        }
    }
示例#2
0
    //Add

    /// <summary>
    /// Add to List
    /// </summary>
    /// <param name="g_Prepab"></param>
    public void Set_ListPrepab(GameObject g_Prepab, string s_ID)
    {
        int i_Exist = Get_Prepab_Index(s_ID);

        if (i_Exist == Get_Prepab_Index_NotFound())
        {
            Class_Object cs_Object = new Class_Object();
            l_Prepab.Add(cs_Object.Set_Prepab_Create(g_Prepab, t_ListContent));
            l_ID.Add(s_ID);
        }
        else
        {
            Set_ListPrepab(g_Prepab, i_Exist);
        }
    }