void Cell_Drawing(object sender, MazeDrawEventArgs e) { int totalWidth = (int)(10 * e.Scale); int totalHeight = (int)(10 * e.Scale); float horiWallScale = totalWidth / Maze.Columns; float vertWallScale = totalHeight / Maze.Rows; float x = ((5 * e.Scale) - (Column * horiWallScale)) - (horiWallScale / 2); float z = ((Row * vertWallScale) - (5 * e.Scale)); if (Row == 0 && Column == 0) { GameObject runner = (GameObject)GameObject.Instantiate(e.Runner); runner.transform.position = new Vector3(x - (horiWallScale / 2), 0, z + (vertWallScale / 2)); runner.transform.localScale = new Vector3(0.5f * e.Scale, 0.5f * e.Scale, 0.5f * e.Scale); } if (TopWall) { GameObject wall = (GameObject)GameObject.Instantiate(e.Wall); wall.transform.position = new Vector3(x, 0, z); wall.transform.localScale = new Vector3(horiWallScale, e.Scale, 1); } if (BottomWall && !ExitCell) { GameObject wall = (GameObject)GameObject.Instantiate(e.Wall); wall.transform.position = new Vector3(x, 0, z + vertWallScale); wall.transform.localScale = new Vector3(horiWallScale, e.Scale, 1); } if (LeftWall) { GameObject wall = (GameObject)GameObject.Instantiate(e.Wall); wall.transform.position = new Vector3(x + (horiWallScale / 2), 0, z + (vertWallScale / 2)); wall.transform.Rotate(0, 270, 0); wall.transform.localScale = new Vector3(vertWallScale, e.Scale, 1); } if (RightWall && !ExitCell) { GameObject wall = (GameObject)GameObject.Instantiate(e.Wall); wall.transform.position = new Vector3((x - horiWallScale) + (horiWallScale / 2), 0, z + (vertWallScale / 2)); wall.transform.Rotate(0, 270, 0); wall.transform.localScale = new Vector3(vertWallScale, e.Scale, 1); } }
void Maze_Drawing(object sender, MazeDrawEventArgs e) { }