public void RemoveACube(int x, int y, int z) { cellNew cellscrp = g_scrpt.g_cellsTable [x] [y] [z]; var posv3 = new Vector3(x, y, z); if (cellscrp) { foreach (Vector3 v3 in startarray) { if (v3 == posv3) { startarray.Remove(v3); break; } } foreach (cellNew cell in startcellarray) { if (cell.gameObject.transform.position == posv3) { startcellarray.Remove(cell); break; } } g_scrpt.RemoveCube(x, y, z); } }
public void PlaceACube(int x, int y, int z) { cellNew cellscrp = g_scrpt.g_cellsTable [x] [y] [z]; var posv3 = new Vector3(x, y, z); if (cellscrp) { return; } startarray.Add(posv3); var cellnew = PutACube(posv3); //g_scrpt.PutACube (x, y, z); startcellarray.Add(cellnew); }
void Spawn() { int x = (int)(this.transform.position.x); int y = (int)(this.transform.position.y); int z = (int)(this.transform.position.z); cellNew cellscrp = g_scrpt.g_cellsTable [x] [y] [z]; var posv3 = new Vector3(x, y, z); if (cellscrp) { RemoveACube(x, y, z); } else { PlaceACube(x, y, z); } }
void InitTable() { g_EnergyTable = new energy[gLengthTable][][]; for (int i = 0; i < gLengthTable; i++) { g_EnergyTable[i] = new energy[gLengthTable][]; for (int j = 0; j < gLengthTable; j++) { g_EnergyTable[i] [j] = new energy[gLengthTable]; } } g_cellsTable = new cellNew[gLengthTable][][]; for (int i = 0; i < gLengthTable; i++) { g_cellsTable [i] = new cellNew[gLengthTable][]; for (int j = 0; j < gLengthTable; j++) { g_cellsTable[i] [j] = new cellNew[gLengthTable]; } } }