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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 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;
//Lists of each type of block, assigned in the inspector
public List<GameObject> boulders;
public List<GameObject> belts;
public List<GameObject> cannons;
public List<GameObject> pits;
public List<GameObject> spikes;
public List<GameObject> track;
public List<GameObject> walls;
public List<GameObject> water;
public List<GameObject> blocks; //Complete list of all blocks, cleared & filled on creation
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 = width * length;
blocks = new List<GameObject>();
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;
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);
}
}