示例#1
0
    private void CreateTile(int i, TileType tType, TileQuality tQuality)
    {
        GameObject tileObj = Instantiate(tilePrefab, transform);
        Tile       tile    = tileObj.transform.GetComponent <Tile>();

        tile.tileID = i;
        tile.SetTileType(tType);
        tile.SetTileQuality(tQuality);
        tile.SetTileCategory();
        tile.SetTileImage(tile.tileType, tile.tileQuality);

        tiles.Add(tileObj.transform);
    }
示例#2
0
    public void CreateTiles()
    {
        for (int i = 0; i < tileCount; i += 4)
        {
            TileType    tType    = Tile.GetRandomTileType();
            TileQuality tQuality = Tile.GetRandomTileQuality();

            for (int j = 0; j < 4; j++)
            {
                CreateTile(i + j, tType, tQuality);
            }
        }
    }
示例#3
0
    public void SetTileImage(TileType tt, TileQuality tq)
    {
        //------------------------------------------------------------------------------------------------------
        // Weapon Sprites
        //------------------------------------------------------------------------------------------------------
        if (tt == TileType.Axe)
        {
            switch (tq)
            {
            case TileQuality.Basic: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/AxeI"); return;

            case TileQuality.Common: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/AxeII"); return;

            case TileQuality.Uncommon: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/AxeIII"); return;

            case TileQuality.Rare: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/AxeIV"); return;

            case TileQuality.Legendary: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/AxeV"); return;
            }
        }
        else if (tt == TileType.Bow)
        {
            switch (tq)
            {
            case TileQuality.Basic: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/BowI");  return;

            case TileQuality.Common: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/BowII"); return;

            case TileQuality.Uncommon: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/BowIII"); return;

            case TileQuality.Rare: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/BowIV"); return;

            case TileQuality.Legendary: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/BowV"); return;
            }
        }
        else if (tt == TileType.Dagger)
        {
            switch (tq)
            {
            case TileQuality.Basic: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/DaggerI"); return;

            case TileQuality.Common: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/DaggerII"); return;

            case TileQuality.Uncommon: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/DaggerIII"); return;

            case TileQuality.Rare: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/DaggerIV"); return;

            case TileQuality.Legendary: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/DaggerV"); return;
            }
        }
        else if (tt == TileType.Hammer)
        {
            switch (tq)
            {
            case TileQuality.Basic: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/HammerI"); return;

            case TileQuality.Common: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/HammerII"); return;

            case TileQuality.Uncommon: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/HammerIII"); return;

            case TileQuality.Rare: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/HammerIV"); return;

            case TileQuality.Legendary: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/HammerV"); return;
            }
        }
        else if (tt == TileType.Shield)
        {
            switch (tq)
            {
            case TileQuality.Basic: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/ShieldI"); return;

            case TileQuality.Common: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/ShieldII"); return;

            case TileQuality.Uncommon: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/ShieldIII"); return;

            case TileQuality.Rare: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/ShieldIV"); return;

            case TileQuality.Legendary: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/ShieldV"); return;
            }
        }
        else if (tt == TileType.Sword)
        {
            switch (tq)
            {
            case TileQuality.Basic: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/SwordI"); return;

            case TileQuality.Common: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/SwordII"); return;

            case TileQuality.Uncommon: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/SwordIII"); return;

            case TileQuality.Rare: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/SwordIV"); return;

            case TileQuality.Legendary: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/SwordV"); return;
            }
        }
        else if (tt == TileType.Wand)
        {
            switch (tq)
            {
            case TileQuality.Basic: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/WandsI"); return;

            case TileQuality.Common: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/WandsII"); return;

            case TileQuality.Uncommon: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/WandsIII"); return;

            case TileQuality.Rare: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/WandsIV"); return;

            case TileQuality.Legendary: sprite = Resources.Load <Sprite>("Sprites/Equipment/Weapons/WandsV"); return;
            }
        }

        //------------------------------------------------------------------------------------------------------
        // Armor Sprites
        //------------------------------------------------------------------------------------------------------
        else if (tt == TileType.Boots)
        {
            switch (tq)
            {
            case TileQuality.Basic: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/BootI"); return;

            case TileQuality.Common: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/BootII"); return;

            case TileQuality.Uncommon: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/BootIII"); return;

            case TileQuality.Rare: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/BootIV"); return;

            case TileQuality.Legendary: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/BootV"); return;
            }
        }
        else if (tt == TileType.Chestplate)
        {
            switch (tq)
            {
            case TileQuality.Basic: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/ChestplateI"); return;

            case TileQuality.Common: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/ChestplateII"); return;

            case TileQuality.Uncommon: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/ChestplateIII"); return;

            case TileQuality.Rare: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/ChestplateIV"); return;

            case TileQuality.Legendary: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/ChestplateV"); return;
            }
        }
        else if (tt == TileType.Helmet)
        {
            switch (tq)
            {
            case TileQuality.Basic: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/HelmetI"); return;

            case TileQuality.Common: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/HelmetII"); return;

            case TileQuality.Uncommon: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/HelmetIII"); return;

            case TileQuality.Rare: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/HelmetIV"); return;

            case TileQuality.Legendary: sprite = Resources.Load <Sprite>("Sprites/Equipment/Armor/HelmetV"); return;
            }
        }
    }
示例#4
0
 public void SetTileQuality(TileQuality tQuality)
 {
     tileQuality = tQuality;
 }