public void AddBall(int col, int row, ELevelBallType type) { GameObject prefab = BallPrefabs[type]; GameObject ball = PrefabUtility.InstantiatePrefab(prefab) as GameObject; ball.name = string.Format("[{0},{1}][{2}]", col, row, type.ToString()); ball.transform.SetParent(this.transform); ball.transform.localPosition = GridToPosition(col, row); //ball.hideFlags = HideFlags.HideInHierarchy; LevelBall newball = ball.GetComponent <LevelBall>(); newball.Id = NewBallId; List <LevelBall> connectedBalls = new List <LevelBall>(); GetConnectedBalls(col, row, connectedBalls); foreach (var b in connectedBalls) { newball.Connections.Add(b); b.Connections.Add(newball); } Balls.Add(new GridPosition(col, row), newball); }
public void LoadLevelMap() { byte[] databytes = File.ReadAllBytes(GetLevelDataPath(LevelId)); LevelMapData data = new LevelMapData(); data.LoadFromBytes(databytes); MapType = (ELevelMapType)data.mapType; nextBallId = data.maxBallId + 1; foreach (var ballData in data.balls) { ELevelBallType type = (ELevelBallType)ballData.type; int col = ballData.grids[0].col; int row = ballData.grids[0].row; int ballId = ballData.id; GameObject prefab = BallPrefabs[type]; GameObject ball = PrefabUtility.InstantiatePrefab(prefab) as GameObject; ball.name = string.Format("[{0},{1}][{2}]", col, row, type.ToString()); ball.transform.SetParent(this.transform); ball.transform.localPosition = GridToPosition(col, row); ball.hideFlags = HideFlags.HideInHierarchy; LevelBall newball = ball.GetComponent <LevelBall>(); newball.Id = ballId; List <LevelBall> connectedBalls = new List <LevelBall>(); GetConnectedBalls(col, row, connectedBalls); foreach (var b in connectedBalls) { newball.Connections.Add(b); b.Connections.Add(newball); } Balls.Add(new GridPosition(col, row), newball); } }