// Use this for initialization void Start() { myList = this.GetComponent <ListFromTextAsset>(); int binarylistlength = myList.item.Count; for (int i = 0; i < binarylistlength; i++) { this.GetComponent <ListFromTextAsset>().itemText = myList.item [i]; GenerateGrid(i); } }
// Use this for initialization void Start() { myList = this.GetComponent <ListFromTextAsset>(); int binarylistlength = myList.item.Count; for (int i = 0; i < binarylistlength; i++) { this.GetComponent <ListFromTextAsset>().itemText = myList.item [i]; GenerateGrid(i); column = column + 9; if (column == 144) { column = 0; row = row - 9; } } }
void GenerateGrid(int n) { myList = this.GetComponent <ListFromTextAsset>(); string editingText = myList.itemText; int numberOfLetters = 0; foreach (char letter in editingText) { numberOfLetters++; } //GameObject Block = new GameObject (); //Block.name = n.ToString (); int z = 0; int x = 0; for (int i = 0; i < numberOfLetters; i++) { // Debug.Log (i + " " + x + " " + z); char[] currentChr = editingText.ToCharArray(); if (currentChr[i].ToString() == "1") { // multiply vector3 x & z * 2 for cubes. Vector3Int paintCell = new Vector3Int(column + x, row - z, 0); /*boardArray [x, z] = Instantiate (gridSpace, new Vector3 (x, 0, z),gridSpace.transform.rotation); * boardArray [x, z].transform.SetParent(Block.transform); * boardArray [x, z].name = i.ToString() + "_"+"x" + (x).ToString() + "z" + (z).ToString();*/ highlightMap.SetTile(paintCell, highlightTile); } x++; if (x == 9) { x = 1; z++; } } //Objects.Add (Block); //Object prefab = PrefabUtility.CreateEmptyPrefab("Assets/Prefabs/" + Block.name + ".prefab"); //PrefabUtility.ReplacePrefab(Block, prefab); //AssetDatabase.Refresh(); //Block.SetActive(false); }