- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class MapSection : MonoBehaviour
- {
- //public int width = 0;
- public int widthIn = 0; //Width at the entrance, including external wals
- public int widthOut = 0; //Width at the exit, including external walls
- public int widthMax = 0; //Greatest width at any point (including external walls)
- public int length = 0;
- int size;
- public int difficultyMin; //The lowest difficulty rating that this section can appear on
- public int difficultyMax; //And the highest
-
- public int weight = 1; //How many copies of this section should go on the list?
-
- //Lists of spawn points
- //One for each possible number of players
- public List<GameObject> spawns1;
- public List<GameObject> spawns2;
- public List<GameObject> spawns3;
- public List<GameObject> spawns4;
- public List<GameObject> spawns5;
- public List<GameObject> spawns6;
- public List<GameObject> spawns7;
- public List<GameObject> spawns8;
-
- public List<GameObject> entrances; //Ways into this map segment
- public List<GameObject> exits; //Ways out of this map segment
-
- // Start is called before the first frame update
- void Start()
- {
- }
-
- public void InitSection()
- {
- size = widthMax * length;
- }
-
- public void InitSection(int num)
- {
- name = num + " " + name;
- InitSection();
- }
-
- public int getSize()
- {
- return size;
- }
-
- public void destroySection()
- {
- /*foreach (GameObject block in blocks)
- {
- Object.Destroy(block);
- }*/
-
- /*Debug.Log("Destroying section " + name + ", position = " + transform.position.x + ", " + transform.position.y + ", " + transform.position.z);
- gameObject.transform.position = new Vector3(0.0f, 0.0f, 1000.0f);*/
- Debug.Log("Destroying section " + name + ", position = " + transform.position.x + ", " + transform.position.y + ", " + transform.position.z);
- //gameObject.SetActive(false);
- Destroy(gameObject);
- }
- }
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