本文整理汇总了C#中GPoint.GetDirection方法的典型用法代码示例。如果您正苦于以下问题:C# GPoint.GetDirection方法的具体用法?C# GPoint.GetDirection怎么用?C# GPoint.GetDirection使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GPoint
的用法示例。
在下文中一共展示了GPoint.GetDirection方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: InstantiateTile
public void InstantiateTile (GPoint gp)
{
int index = 0;
switch (gp.GetPType ()) {
case GPoint.PType.DEBUG:
index = 0;
break;
case GPoint.PType.TILE_TEST:
index = 1;
break;
case GPoint.PType.TILE_GRASS:
index = 2;
break;
case GPoint.PType.TILE_SAND:
index = 3;
break;
case GPoint.PType.TILE_ROADI:
index = 4;
break;
case GPoint.PType.TILE_ROADH:
index = 5;
break;
case GPoint.PType.TILE_ROADV:
index = 6;
break;
case GPoint.PType.TILE_TREE:
index = 7;
break;
case GPoint.PType.TILE_BUILDING:
index = 8;
break;
case GPoint.PType.TILE_HOUSE:
index = 9;
break;
default:
index = -1;
break;
}
if (index >= 0) {
float scale = 1;
GameObject newTile = null;
//Destroy (newTile);
if (index < 8) {
newTile = (GameObject)Instantiate (tilePrefabs [index], gp.GetWorldPosition (), Quaternion.identity);
if (index == 7) {
scale = Random.Range (0.75f, 1.25f);
}
} else if (index == 8) {
int addup = Random.Range (0, buildingPrefabs.Count ());
scale = Random.Range (0.75f, 1.25f);
newTile = (GameObject)Instantiate (buildingPrefabs [addup], gp.GetWorldPosition (), Quaternion.identity);
} else if (index == 9) {
int addup = Random.Range (0, housePrefabs.Count ());
newTile = (GameObject)Instantiate (housePrefabs [addup], gp.GetWorldPosition (), Quaternion.identity);
}
newTile.name = "/x:" + gp.GetPosition ().x + "$/y:" + gp.GetPosition ().y + "$/t:" + gp.GetPType () + "$";
newTile.transform.parent = tilePool.transform;
newTile.transform.localScale = new Vector3 (1, scale, 1);
if (gp.GetPType () == GPoint.PType.TILE_BUILDING || gp.GetPType () == GPoint.PType.TILE_HOUSE) {
switch (gp.GetDirection ()) {
case GPoint.Direction.NORTH:
//Debug.Log ("tile turned north");
newTile.transform.LookAt (newTile.transform.position + Vector3.back);
//newTile.transform.Translate (Vector3.up * 1);
break;
case GPoint.Direction.SOUTH:
//Debug.Log ("tile turned south");
newTile.transform.LookAt (newTile.transform.position + Vector3.forward);
//newTile.transform.Translate (Vector3.up * 2);
break;
case GPoint.Direction.EAST:
//Debug.Log ("tile turned east");
newTile.transform.LookAt (newTile.transform.position + Vector3.left);
//newTile.transform.Translate (Vector3.up * 3);
break;
case GPoint.Direction.WEST:
//Debug.Log ("tile turned west");
newTile.transform.LookAt (newTile.transform.position + Vector3.right);
//newTile.transform.Translate (Vector3.up * 4);
break;
default:
break;
}
;
}
}
}