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); }
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); } } }
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; } } }
public void SetTileQuality(TileQuality tQuality) { tileQuality = tQuality; }