public bool InstantiateGameObjects(bool[,,] status) { gameOjects = new GameObjectModel[field, field, field]; if (status.Length != gameOjects.Length) { return(false); } position = new Vector3(); for (int i = 0; i < field; i++) { position.z = 0; for (int j = 0; j < field; j++) { position.x = 0; for (int k = 0; k < field; k++) { gameOjects[i, j, k] = new GameObjectModel(GameObject.Instantiate(prefab, position, Quaternion.identity)); gameOjects[i, j, k].IsRed = status[i, j, k]; gameOjects[i, j, k].UpdateBollView(GameController.IsSet); //gameOjects[i, j, k].SetIJKToView(i, j, k); to debug position.x += 10; } position.z -= 10; } position.y -= 10; } return(true); }
private void MarkEntityForDestruction(GameObjectModel b) { var bulletBody = b.ObjectBody; if (!_world.BodyList.Contains(bulletBody)) { return; } if (cleanupQueue.Contains(b)) { return; } cleanupQueue.Enqueue(b); }
/* ... */ public GameObjectController() { Model = new GameObjectModel(this); }