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C# Maze.GetCell方法代码示例

本文整理汇总了C#中Maze.GetCell方法的典型用法代码示例。如果您正苦于以下问题:C# Maze.GetCell方法的具体用法?C# Maze.GetCell怎么用?C# Maze.GetCell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Maze的用法示例。


在下文中一共展示了Maze.GetCell方法的11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: Update

	// Update is called once per frame
	void Update () 
	{
		if(mGen == null)
			mGen = FindObjectOfType<MazeGenerator>();
		else if(m == null && mGen != null)
		{
			m = mGen.currentMaze();
			if(m != null)
			{
				Texture2D t = new Texture2D((int)m.Dimensions().x, (int)m.Dimensions().y, TextureFormat.ARGB4444, false);
				for(int x=0; x<t.width; x++)
				{
					for(int y=0; y<t.height; y++)
					{
						if(m.GetCell(x,y).isWall)
							t.SetPixel(x,y,Color.black);
						else
							t.SetPixel(x,y,Color.white);
					}
				}
				t.anisoLevel = 0;
				t.filterMode = FilterMode.Point;
				t.Apply();
				im.sprite = Sprite.Create(t, new Rect(0,0,t.width,t.height), Vector2.one/2);
			}
		}
	}
开发者ID:Blueteak,项目名称:MazeWar,代码行数:28,代码来源:MiniMap.cs

示例2: BeginGame

 private IEnumerator BeginGame()
 {
     mazeInstance = Instantiate(mazePrefab) as Maze;
     yield return StartCoroutine (mazeInstance.Generate());
     playerInstance = Instantiate(playerPrefab) as Player;
     playerInstance.SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates));
     StartCoroutine(mazeInstance.Generate());
 }
开发者ID:northtwilight,项目名称:UnityMazeDemo,代码行数:8,代码来源:GameManager.cs

示例3: BeginGame

	private IEnumerator BeginGame () {
		Camera.main.clearFlags = CameraClearFlags.Skybox;
		Camera.main.rect = new Rect(0f, 0f, 1f, 1f);
		mazeInstance = Instantiate(mazePrefab) as Maze;
		yield return StartCoroutine(mazeInstance.Generate());
		playerInstance = Instantiate(playerPrefab) as Player;
		playerInstance.SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates));
		Camera.main.clearFlags = CameraClearFlags.Depth;
		Camera.main.rect = new Rect(0f, 0f, 0.5f, 0.5f);
	}
开发者ID:gulfaraz,项目名称:GGJ2016,代码行数:10,代码来源:GameManager.cs

示例4: BeginGame

 private IEnumerator BeginGame()
 {
     Camera.main.clearFlags = CameraClearFlags.Skybox;
     Camera.main.rect = new Rect(0f, 0f, 1f, 1f);
     mazeInstance = Instantiate(mazePrefab) as Maze;
     yield return StartCoroutine(mazeInstance.Generate());
     playerInstance = Instantiate(playerPrefab) as Player;
     boxInstance = Instantiate (boxPrefab) as Box;
     boxInstance2 = Instantiate (boxPrefab) as Box;
     boxInstance3 = Instantiate (boxPrefab) as Box;
     samuraiInstance = Instantiate (samurai) as Player;
     playerInstance.SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates));
     boxInstance.SetLocation (mazeInstance.GetCell (mazeInstance.RandomCoordinates));
     boxInstance2.SetLocation (mazeInstance.GetCell (mazeInstance.RandomCoordinates));
     boxInstance3.SetLocation (mazeInstance.GetCell (mazeInstance.RandomCoordinates));
     samuraiInstance.SetLocation (mazeInstance.GetCell (mazeInstance.RandomCoordinates));
     this.transform.position = samuraiInstance.transform.position;
     audio.Play ();
     Debug.Log (this.transform.GetChild (0).transform.name);
     this.transform.GetChild (0).audio.Play ();
     start = true;
     Camera.main.clearFlags = CameraClearFlags.Depth;
     Camera.main.rect = new Rect(0f, 0f, 0.5f, 0.5f);
 }
开发者ID:futamiyuuki,项目名称:Unity-Chan,代码行数:24,代码来源:GameManager.cs

示例5: BeginGame

 private IEnumerator BeginGame()
 {
     Camera.main.clearFlags = CameraClearFlags.Skybox;
     Camera.main.rect = new Rect(0f, 0f, 1f, 1f);
     HUDInfo._Hunger = 200;
     mazeInstance = Instantiate(mazePrefab) as Maze;
     yield return StartCoroutine(mazeInstance.Generate());
     playerInstance = Instantiate(playerPrefab) as Player;
     playerInstance.SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates));
     Player.gameOver = false;
     foodInstance = Instantiate(foodPrefab) as Food;
     SpawnNewFood();
     Camera.main.clearFlags = CameraClearFlags.Depth;
     Camera.main.rect = new Rect(0f, 0f, 0.5f, 0.5f);
 }
开发者ID:suhongjin94,项目名称:Unity-Maze,代码行数:15,代码来源:GameManager.cs

示例6: CreateMiniMap

    public void CreateMiniMap(Maze maze)
    {
        _totalIslands = 0;
        _miniMapIslands = new GameObject[maze.width, maze.height];
        _miniMapHorizontalBridges = new GameObject[maze.width, maze.height];
        _miniMapVerticalBridges = new GameObject[maze.width, maze.height];

        //Count islands
        for (int y = 0; y < maze.height; y++) {
            for (int x = 0; x < maze.width; x++) {
                if (!maze.GetCell(x, y).HasNoDoors()) {
                    _totalIslands++;
                }
            }
        }
        print("MiniMap found: " + _totalIslands + " islands");
    }
开发者ID:julianstengaard,项目名称:TwinSpirits,代码行数:17,代码来源:MiniMap.cs

示例7: BeginGame

    private void BeginGame()
    {
        //Camera.main.clearFlags = CameraClearFlags.Skybox;
        Camera.main.rect = new Rect(0f, 0f, 1f, 1f);
        mazeInstance = Instantiate(mazePrefab) as Maze;
        //StartCoroutine(mazeInstance.Generate());
        mazeInstance.Generate();
        playerInstance = Instantiate(playerPrefab) as GameObject;
        playerInstance.GetComponent<Player>().SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates));

        Vector3 scaleVector = new Vector3(0.1f, 0.1f, 0.1f);
        playerInstance.transform.localScale = scaleVector;
        //playerInstance.GetComponent<Renderer>().transform.localScale = scaleVector;
        //Camera.main.clearFlags = CameraClearFlags.Color;
        Camera.main.SetReplacementShader(Shader.Find("Unlit/Color"), "");
        Camera.main.rect = new Rect(0f, 0f, 0.2f, 0.2f);
    }
开发者ID:thmundal,项目名称:Blendertest,代码行数:17,代码来源:GameManager.cs

示例8: BeginGame

	private IEnumerator BeginGame () {
		audio.PlayOneShot(_Introduction, 1f);
		mazeInstance = Instantiate(mazePrefab) as Maze;
		yield return StartCoroutine(mazeInstance.Generate());
        SpawnPlayer();
        SpawnMinotaur();
		exitInstance = Instantiate(exitPrefab) as ExitPoint;
		exitInstance.SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates));
        Lives = 1;
        alive = true;
		winState = false;
        gameOver = false;
        restart = false;

		
	}
开发者ID:Zoltaris,项目名称:MinotaurMaze,代码行数:16,代码来源:GameManager.cs

示例9: InstantiateMazeBridges

    private void InstantiateMazeBridges(Maze maze)
    {
        for (int y = 0; y < maze.height; y++)
        {
            for (int x = 0; x < maze.width; x++)
            {
                bool[] doors = maze.GetCell(x, y).doors;

                GameObject island1Anchor;
                GameObject island2Anchor;

                //Only instantiate bridges right & down (to avoid double bridges)
                if (doors[2]) {
                    island1Anchor = FindBridgeAnchor(mazeCellInstances[x, y], Opening.RIGHT);
                    island2Anchor = FindBridgeAnchor(mazeCellInstances[x+1, y], Opening.LEFT);

                    mazeBridgeInstances.Add(InstantiateSpanningBridge(
                        bridgeSpanPrefab, bridgeEndPrefab, mazeCellInstances[x, y], mazeCellInstances[x+1, y], island1Anchor, island2Anchor));
                }
                if (doors[3]) {
                    island1Anchor = FindBridgeAnchor(mazeCellInstances[x, y], Opening.BOT);
                    island2Anchor = FindBridgeAnchor(mazeCellInstances[x, y+1], Opening.TOP);

                    mazeBridgeInstances.Add( InstantiateSpanningBridge(
                        bridgeSpanPrefab, bridgeEndPrefab, mazeCellInstances[x, y], mazeCellInstances[x, y+1], island1Anchor, island2Anchor));
                }
            }
        }
    }
开发者ID:julianstengaard,项目名称:TwinSpirits,代码行数:29,代码来源:CreateLevel.cs

示例10: InstantiateMaze

    private void InstantiateMaze(Maze maze)
    {
        mazeCellInstances = new GameObject[maze.width, maze.height];

        for (int y = 0; y < maze.height; y++)
        {
            for (int x = 0; x < maze.width; x++)
            {
                int dictionaryKey = ConvertDoorsToDictionaryKey(maze.GetCell(x, y).doors);

                //If start cell
                if(x == mazeFromX && y == mazeFromY) {
                    Vector3 randomizedCellPosition = GetRandomCellDisplacement(x * cellSpacing, -y * cellSpacing, cellSpacing);
                    mazeCellInstances[x,y] = (GameObject)GameObject.Instantiate(StartCell, randomizedCellPosition, Quaternion.identity);
                }
                else if ( !maze.GetCell(x, y).HasNoDoors() )
                {
                    Vector3 randomizedCellPosition = GetRandomCellDisplacement(x * cellSpacing, -y * cellSpacing, cellSpacing);
                    //print ("ins: " + dictionaryKey);
                    //var cells = (GameObject[]) mazeCellPrefabs[dictionaryKey];
                    var validIslands = (GameObject[]) mazeCellPrefabs[dictionaryKey];
                    mazeCellInstances[x,y] = InstantiateCell(validIslands , Random.Range (0, validIslands.Length), randomizedCellPosition, maze, x, y);
                }

                if (mazeCellInstances[x, y] != null) {
                    mazeCellInstances[x, y].AddComponent<MazeInstance>().represents = maze.GetCell(x, y);
                }
            }
        }
    }
开发者ID:julianstengaard,项目名称:TwinSpirits,代码行数:30,代码来源:CreateLevel.cs

示例11: InstantiateCell

    private GameObject InstantiateCell(GameObject[] mazeCellPrefab, int prefabNumber, Vector3 position, Maze maze, int x, int y)
    {
        var fab = mazeCellPrefab[prefabNumber];
        var mCell = maze.GetCell(x, y);
        GameObject cell;
        if(!BossCellInstansiated && mCell.stepsFromOrigin == maze.MaxSteps) {
            cell = (GameObject) Instantiate(BossCell, position, BossCell.transform.rotation);
            BossCellInstansiated = true;
        } else
            cell = (GameObject) Instantiate(fab, position, fab.transform.rotation);

        cell.name = "Distance" + mCell.stepsFromOrigin + "Generation" + mCell.generationNumber;
        return cell;
    }
开发者ID:julianstengaard,项目名称:TwinSpirits,代码行数:14,代码来源:CreateLevel.cs


注:本文中的Maze.GetCell方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。