using System.Collections; using System.Collections.Generic; using UnityEngine; public class MapSection : MonoBehaviour { public int width = 0; public int length = 0; int size; public string sectionName = ""; //Lists of each type of block, assigned in the inspector public List boulders; public List belts; public List cannons; public List pits; public List spawns; public List spikes; public List track; public List walls; public List water; public List blocks; //Complete list of all blocks, cleared & filled on creation public List entrances; //Ways into this map segment public List exits; //Ways out of this map segment // Start is called before the first frame update void Start() { } public void InitSection() { size = width * length; blocks = new List(); blocks.AddRange(boulders); blocks.AddRange(belts); blocks.AddRange(cannons); blocks.AddRange(pits); blocks.AddRange(spawns); blocks.AddRange(spikes); blocks.AddRange(track); blocks.AddRange(walls); blocks.AddRange(water); } public void InitSection(int num) { name = num + " " + name; size = width * length; blocks = new List(); blocks.AddRange(boulders); blocks.AddRange(belts); blocks.AddRange(cannons); blocks.AddRange(pits); blocks.AddRange(spawns); blocks.AddRange(spikes); blocks.AddRange(track); blocks.AddRange(walls); blocks.AddRange(water); } 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); } }