示例#1
0
    private void ChangeToBlock()
    {
        levels = GameObject.FindGameObjectWithTag("Levels");
        Vector3 pos = Selection.activeGameObject.transform.position;

        pos.y += 0.048f;
        MoveAbleBlock blo = Instantiate(moveAblePref, pos, Quaternion.identity, levels.transform);

        blo.Setup(moveAmount * scalex, blockColor);
    }
示例#2
0
    private void OnGUI()
    {
        gridPrefab   = EditorGUILayout.ObjectField("Grid Prefab:", gridPrefab, typeof(Cube), true) as Cube;
        cubePrefab   = EditorGUILayout.ObjectField("Cube Prefab:", cubePrefab, typeof(GameObject), true) as GameObject;
        moveAblePref = EditorGUILayout.ObjectField("Mova Able Prefab", moveAblePref, typeof(MoveAbleBlock), true) as MoveAbleBlock;
        constBlock   = EditorGUILayout.ObjectField("Const Block", constBlock, typeof(GameObject), true) as GameObject;
        playerCube   = EditorGUILayout.ObjectField("Player Prefab", playerCube, typeof(PlayerCube), true) as PlayerCube;

        playerColor    = EditorGUILayout.ColorField("Player Color", playerColor);
        blockColor     = EditorGUILayout.ColorField("Block Color", blockColor);
        highlightColor = EditorGUILayout.ColorField("Highlight color", highlightColor);
        moveAmount     = EditorGUILayout.IntField("Move amount: ", moveAmount);
        row            = EditorGUILayout.IntField("Row: ", row);
        column         = EditorGUILayout.IntField("Column: ", column);
        stageNum       = EditorGUILayout.IntField("Stage Number: ", stageNum);
        if (GUILayout.Button("Generate"))
        {
            GenerateLevel();
        }
        if (GUILayout.Button("Change To grid"))
        {
            ChangetoGrid();
        }
        if (GUILayout.Button("Change To Wall"))
        {
            ChangeToWall();
        }
        if (GUILayout.Button("ADD Block"))
        {
            ChangeToBlock();
        }
        if (GUILayout.Button("Const Block"))
        {
            CreateConstBlock();
        }
        if (GUILayout.Button("Create Player"))
        {
            Createplayer();
        }
    }