示例#1
0
    public void GenerateNewGrid()
    {
        if (_gameGridTiles != null)
        {
            DestroyMapData();
        }

        _worldMap = FindObjectOfType <DynamicWorldMap>();

        GenerateMapData();
        GenerateMapTiles();
        GenerateEnvironment();
        //GenerateDeployPoint();
        //GenerateStartingObjects();
        //Array.Sort(newSegmentAfterCount);

        _pathFinder.AssignGridInfo(_currentGridInfo);

        if (newGameGrid != null)
        {
            newGameGrid(_currentGridInfo);
        }

        _gridCoords.AssignGridInfo(_currentGridInfo);

        _currentSpreadingRoutine = AnomalySpreadingTimer();
        StartCoroutine(_currentSpreadingRoutine);

        //Debug.Log("New grid generated");
    }
示例#2
0
    // Fonction qui détruit l'ancienne grille, si elle existe
    private void DestroyMapData()
    {
        foreach (var gridTile in _gameGridTiles)
        {
            Destroy(gridTile.gameObject);
        }

        _allStaticObjects.Clear();
        _allAnomalySegments.Clear();
        _allAnomalyPatches.Clear();
        _anomalyCompletedTileCount = 0;
        _worldMap = null;

        if (_currentSpreadingRoutine != null)
        {
            StopCoroutine(_currentSpreadingRoutine);
            _currentSpreadingRoutine = null;
        }

        if (gridDataDestroyed != null)
        {
            gridDataDestroyed();
        }
    }