本文整理汇总了C#中GameState.getWidth方法的典型用法代码示例。如果您正苦于以下问题:C# GameState.getWidth方法的具体用法?C# GameState.getWidth怎么用?C# GameState.getWidth使用的例子?那么, 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GameState
的用法示例。
在下文中一共展示了GameState.getWidth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: DisplayBoard
public void DisplayBoard(GameState state, Transform map)
{
//Generate a map with the pointy part of the Hex on top
this.map = map.gameObject;
int[][] matrix = state.getBoard();
Vector2 extent = GetHexSize();
float ballRadius = player1Prefab.transform.localScale.x / 2.0f;
float PosX = 0.0f;
float PosY = 0.0f;
float CamY = 0.0f;
for(int y=0; y<state.getHeight(); y++)
{
for(int x=0; x<state.getWidth(); x++)
{
if ( matrix[y][x]>-1 )
{
PosX = 1.0f * extent.x * x;
CamY = state.getHeight() - y - 1;
PosY = 1.5f * extent.y * CamY;
Transform h = GetComponent<FX_HexGen>().MakeHex(30,0.5f).transform;
SetHexInfo(x,y,h);
h.position = new Vector3(PosX, 0, PosY);
//Debug.Log(map);
h.parent = map.transform;
h.gameObject.AddComponent<HexController>();
h.gameObject.AddComponent<ObjectInfo>();
h.GetComponent<ObjectInfo>().column = x;
h.GetComponent<ObjectInfo>().line = y;
GameObject b;
switch (matrix[y][x]) // bolas
{
case -1 : break;
case 0 : break;
case 1 :
b = (GameObject) Instantiate(player1Prefab, new Vector3(PosX, ballRadius, PosY), Quaternion.identity);
b.name = ("player1 ball");
b.GetComponent<ObjectInfo>().column = x;
b.GetComponent<ObjectInfo>().line = y;
b.transform.parent = h;
break;
case 2 :
b = (GameObject) Instantiate(player2Prefab, new Vector3(PosX, ballRadius, PosY), Quaternion.identity);
b.name = ("player2 ball");
b.GetComponent<ObjectInfo>().column = x;
b.GetComponent<ObjectInfo>().line = y;
b.transform.parent = h;
break;
case 3 :
b = (GameObject) Instantiate(goal1, new Vector3(PosX, 0, PosY), Quaternion.identity);
b.name = ("player1 goal");
b.transform.parent = h;
break;
case 4 :
b = (GameObject) Instantiate(goal2, new Vector3(PosX, 0, PosY), Quaternion.identity);
b.name = ("player2 goal");
b.transform.parent = h;
break;
}
}
}
}
}