void Start() { _mapLoaderService.populateMaps(); currentMapArrange = StaticMapCreateData._mapList [0]; mapView = Instantiate(mapPrefab, Vector3.zero, Quaternion.identity); mapView.GetComponent <MapView> ()._mapModel = currentMapArrange; }
public static void populateMaps() { MapArrangement map1 = new MapArrangement(); map1.zoneModels.Add(new ZoneModel(MapModel.Party.P1, AllianceType.Team1, new WorldPosition(-5, 0))); map1.zoneModels.Add(new ZoneModel(MapModel.Party.AIOnly, AllianceType.Team2, new WorldPosition(5, 0))); map1.zoneModels [0].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.circle, new WorldPosition(0, 0), new WorldPosition(5, 10))); map1.zoneModels [0].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.rectangle, new WorldPosition(-3, 2), new WorldPosition(3, 3))); map1.zoneModels [1].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.circle, new WorldPosition(0, 0), new WorldPosition(5, 10))); MapArrangement map2 = new MapArrangement(); map2.zoneModels.Add(new ZoneModel(MapModel.Party.P1, AllianceType.Team1, new WorldPosition(-5, 0))); map2.zoneModels.Add(new ZoneModel(MapModel.Party.AIOnly, AllianceType.Team2, new WorldPosition(5, 0))); map2.zoneModels [0].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.rectangle, new WorldPosition(0, 0), new WorldPosition(5, 5))); map2.zoneModels [0].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.circle, new WorldPosition(-3, 2), new WorldPosition(5, 5))); map2.zoneModels [1].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.rectangle, new WorldPosition(0, 0), new WorldPosition(5, 5))); MapArrangement map3 = new MapArrangement(); map3.zoneModels.Add(new ZoneModel(MapModel.Party.P1, AllianceType.Team1, new WorldPosition(-5, 0))); map3.zoneModels.Add(new ZoneModel(MapModel.Party.AIOnly, AllianceType.Team2, new WorldPosition(5, 0))); map3.zoneModels [0].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.circle, new WorldPosition(0, 0), new WorldPosition(5, 10))); map3.zoneModels [0].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.rectangle, new WorldPosition(-3, 2), new WorldPosition(3, 3))); map3.zoneModels [1].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.circle, new WorldPosition(0, 0), new WorldPosition(3, 7))); StaticMapCreateData.mapList = new Dictionary <int, MapArrangement> (); StaticMapCreateData.mapList [0] = map1; StaticMapCreateData.mapList [1] = map2; StaticMapCreateData.mapList [2] = map3; }
public MapArrangement createById(string id) { MapArrangement map = new MapArrangement(); MapData mapData = GetById(id); //map.zoneObjects = mapData.ZoneObjects; // map.resourceID = mapData.Name; return(map); }
public void mapIncrease() { count++; currentMapArrange = StaticMapCreateData._mapList [count % StaticMapCreateData._mapList.Count]; Debug.Log(StaticMapCreateData._currentMap + " " + count % StaticMapCreateData._mapList.Count); if (mapView != null) { GameObject.Destroy(mapView); } mapView = Instantiate(mapPrefab, Vector3.zero, Quaternion.identity); mapView.GetComponent <MapView> ()._mapModel = currentMapArrange; //show the map }
public void populateMaps() { MapArrangement map1 = _mapManager.CreateMapArrange(); map1._zoneModels.Add(new ZoneModel(MapModel.Party.P1, AllianceType.Team1, new WorldPosition(-5, 0))); map1._zoneModels.Add(new ZoneModel(MapModel.Party.P2, AllianceType.Team1, new WorldPosition(0, 5))); map1._zoneModels.Add(new ZoneModel(MapModel.Party.P3, AllianceType.Team1, new WorldPosition(5, 0))); map1._zoneModels.Add(new ZoneModel(MapModel.Party.P4, AllianceType.Team1, new WorldPosition(0, -5))); map1._zoneModels.Add(new ZoneModel(MapModel.Party.AIOnly, AllianceType.Team2, new WorldPosition(0, 0))); map1._zoneModels [0].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.circle, new WorldPosition(0, 0), new WorldPosition(5, 5))); map1._zoneModels [1].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.circle, new WorldPosition(0, 0), new WorldPosition(5, 5))); map1._zoneModels [2].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.circle, new WorldPosition(0, 0), new WorldPosition(5, 5))); map1._zoneModels [3].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.circle, new WorldPosition(0, 0), new WorldPosition(5, 5))); map1._zoneModels [4].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.circle, new WorldPosition(0, 0), new WorldPosition(5, 5))); MapArrangement map2 = _mapManager.CreateMapArrange(); map2._zoneModels.Add(new ZoneModel(MapModel.Party.P1, AllianceType.Team1, new WorldPosition(-5, 0))); map2._zoneModels.Add(new ZoneModel(MapModel.Party.AIOnly, AllianceType.Team2, new WorldPosition(5, 0))); map2._zoneModels [0].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.rectangle, new WorldPosition(0, 0), new WorldPosition(5, 5))); map2._zoneModels [0].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.circle, new WorldPosition(-3, 2), new WorldPosition(5, 5))); map2._zoneModels [1].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.rectangle, new WorldPosition(0, 0), new WorldPosition(5, 5))); MapArrangement map3 = _mapManager.CreateMapArrange(); map3._zoneModels.Add(new ZoneModel(MapModel.Party.P1, AllianceType.Team1, new WorldPosition(-5, 0))); map3._zoneModels.Add(new ZoneModel(MapModel.Party.AIOnly, AllianceType.Team2, new WorldPosition(5, 0))); map3._zoneModels [0].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.circle, new WorldPosition(0, 0), new WorldPosition(10, 10))); map3._zoneModels [0].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.rectangle, new WorldPosition(-3, 2), new WorldPosition(3, 3))); map3._zoneModels [1].zonePieceModels.Add(new ZzFragModel(ZzFragModel.PieceType.circle, new WorldPosition(0, 0), new WorldPosition(3, 3))); StaticMapCreateData._mapList = new Dictionary <int, MapArrangement> (); StaticMapCreateData._mapList [0] = map1; StaticMapCreateData._mapList [1] = map2; StaticMapCreateData._mapList [2] = map3; }
public MapModel CreateMapModel(MapArrangement mapArrange) { var map = _mapFactory.Create(mapArrange); return(map); }