public Field(List <Setting> settingList, Robot[] robots, Obstacle[] obstacles, double previousDamageDifference, double previousMaxDamageDifference, double previousTimeElapsed) : base(settingList) { ROBOTS = robots; OBSTACLES = obstacles; FIELD_SIZE = getFieldSize(base.settingPairs.field_size); base.GAME_OBJECT.GetComponent <Rigidbody>(); Vector3 fieldFootprint = GAME_OBJECT.GetComponent <BoxCollider>().bounds.size; Vector3 rescale = GAME_OBJECT.transform.localScale; rescale.x = (float)FIELD_SIZE.width; rescale.y = (float)FIELD_HEIGHT; rescale.z = (float)FIELD_SIZE.depth; GAME_OBJECT.transform.localScale = rescale; if (ROBOTS != null && OBSTACLES != null) { GAME_ENGINE = new GameEngine(this, ROBOTS, OBSTACLES, previousDamageDifference, previousMaxDamageDifference, previousTimeElapsed, base.settingPairs); } settingsOpen = false; base.GAME_OBJECT.GetComponent <MeshRenderer>().material.color = ImageTools.getColorFromString(base.settingPairs.field_color); base.colorScheme = ImageTools.getColorFromString(base.settingPairs.color_scheme); fieldColorString = base.settingPairs.field_color; base.GAME_OBJECT.GetComponent <MeshRenderer>().material.color = ImageTools.getColorFromString(fieldColorString); }
public void setConstraints() { GAME_OBJECT.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotation; }