本文整理汇总了C#中Level.SetCharMap方法的典型用法代码示例。如果您正苦于以下问题:C# Level.SetCharMap方法的具体用法?C# Level.SetCharMap怎么用?C# Level.SetCharMap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Level
的用法示例。
在下文中一共展示了Level.SetCharMap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: CreateLevel
/**
* @brief Create level parse from file.
*
* @param int levelNo
* @return Level
**/
public void CreateLevel(int levelNo, List<Enemy> ignoreEnemies)
{
Dictionary<Vector2, char> charMap = new Dictionary<Vector2, char>();
TextAsset asset = (TextAsset)Resources.Load ("Levels/Level" + levelNo.ToString (), typeof(TextAsset));
levelObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
levelObject.renderer.enabled = false;
levelObject.name = "Level" + levelNo;
string[] lines = asset.text.Split ('\n');
int width = 0;
int height = lines.Length;
for (int y = 0; y < lines.Length; ++y) {
string line = lines [y];
for (int x = 0; x < line.Length; ++x) {
if (line.Length > width)
width = line.Length;
char c = line [x];
charMap.Add (new Vector2 (x, y), c);
}
}
Level level = new Level (levelNo, width, height);
this.level = level;
level.SetCharMap(charMap);
foreach (Vector2 key in charMap.Keys) {
Vector3 position = this.MatrixToPosition(key);
int x = (int)key.x;
int y = (int)key.y;
Vector2 p = new Vector2(x, y);
char c = charMap[p];
if (level.IsFloor(x, y)) {
GameObject floorPrefab = (GameObject)Resources.Load ("Prefabs/floorPrefab", typeof(GameObject));
GameObject floor = (GameObject)Instantiate (floorPrefab, position, Quaternion.identity);
floor.transform.parent = levelObject.transform;
level.SetObject(p, floor);
}
if (level.IsRoute(x, y)) {
GameObject routePrefab = null;
if (this.level.IsFloor(x + 1, y) || this.level.IsFloor(x - 1, y) || this.level.IsFloor(x, y + 1) || this.level.IsFloor(x, y - 1)) {
routePrefab = (GameObject)Resources.Load ("Prefabs/routeEntrancePrefab", typeof(GameObject));
} else {
routePrefab = (GameObject)Resources.Load ("Prefabs/routePrefab", typeof(GameObject));
}
GameObject route = (GameObject)Instantiate (routePrefab, position, Quaternion.identity);
route.transform.parent = levelObject.transform;
// if route is placed holizontally, rotate object.
if (level.IsRoute(x - 1, y) || level.IsRoute(x + 1, y)) {
route.transform.Rotate (new Vector3 (0, 90, 0));
}
level.SetObject(p, route);
// add Gate
if (char.IsUpper(c)) {
GameObject gatePrefab = (GameObject)Resources.Load("Prefabs/gatePrefab", typeof(GameObject));
this.AddGate(route, gatePrefab);
} else if (c == '|') {
GameObject gatePrefab = (GameObject)Resources.Load("Prefabs/autoGatePrefab", typeof(GameObject));
this.AddGate(route, gatePrefab);
}
} else if (level.IsWall(x, y)) {
GameObject wallPrefab = null;
GameObject wall = null;
bool isHorizontal = level.IsFloor(x - 1, y) ^ level.IsFloor(x + 1, y);
bool isCurve = false;
bool isCorner = false;
if (c == '#') {
if ((level.IsWall(x + 1, y) && level.IsWall(x, y + 1)) ||
(level.IsWall(x + 1, y) && level.IsWall(x, y - 1)) ||
(level.IsWall(x - 1, y) && level.IsWall(x, y + 1)) ||
(level.IsWall(x - 1, y) && level.IsWall(x, y - 1)) ) {
wallPrefab = (GameObject)Resources.Load ("Prefabs/cornerWallPrefab", typeof(GameObject));
isCorner = true;
} else if (isHorizontal) {
wallPrefab = (GameObject)Resources.Load ("Prefabs/curveWallPrefab", typeof(GameObject));
isCurve = true;
} else {
// Normal Wall
wallPrefab = (GameObject)Resources.Load ("Prefabs/wallPrefab", typeof(GameObject));
}
} else if (char.IsLower(c)) {
// corner Wall
wallPrefab = (GameObject)Resources.Load ("Prefabs/switchWallPrefab", typeof(GameObject));
} else if (c == '$') {
// Broken Wall
wallPrefab = (GameObject)Resources.Load ("Prefabs/brokenWallPrefab", typeof(GameObject));
} else if (c == '%') {
// Window Wall
wallPrefab = (GameObject)Resources.Load ("Prefabs/windowWallPrefab", typeof(GameObject));
}
wall = (GameObject)Instantiate(wallPrefab, position, Quaternion.identity);
if (isCurve) {
if (level.IsFloor(x - 1, y)) {
wall.transform.Rotate (new Vector3 (0, 180, 0));
}
} else {
if (isCorner) {
// cornerWall
//.........这里部分代码省略.........