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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using System;
-
- public class FloorManager : MonoBehaviour
- {
- [SerializeField] GameObject 畫面_pl;
- [SerializeField] GameObject[] Floor_一般,Floor_困難,Floor_地獄,Floor_夢魘;
- [SerializeField] GameObject[] Item_一般,Item_困難,Item_地獄,Item_夢魘;
- int 道具總數 = 7;
- public void SpawnFloor(){
-
- float 生成最大 = 畫面_pl.GetComponent<RectTransform>().rect.width - 230f;
- GameObject[] 使用方塊;
- GameObject[] 使用道具;
- if(Main.Global.關卡難度=="一般"){
- 使用方塊 = Floor_一般;
- 使用道具 = Item_一般;
- }else if(Main.Global.關卡難度=="困難"){
- 使用方塊 = Floor_困難;
- 使用道具 = Item_困難;
- }else if(Main.Global.關卡難度=="地獄"){
- 使用方塊 = Floor_地獄;
- 使用道具 = Item_地獄;
- }else{
- 使用方塊 = Floor_夢魘;
- 使用道具 = Item_夢魘;
- }
- int r = UnityEngine.Random.Range(0,使用方塊.Length-1);
- int r2 = UnityEngine.Random.Range(0,使用道具.Length-1);
- GameObject floor = Instantiate(使用方塊[r],transform);
- floor.transform.GetComponent<RectTransform>().anchoredPosition = new Vector3(UnityEngine.Random.Range(30f,生成最大),-畫面_pl.GetComponent<RectTransform>().rect.height,0f);
- if(r2 < 道具總數){
- GameObject item = Instantiate(使用道具[r2],floor.transform);
- item.transform.GetComponent<RectTransform>().anchoredPosition = new Vector3(75f,50f,0f);
- }
- }
- public static void 初始平台生成(GameObject 螢幕_pl,GameObject FloorPrefabs2){
- float 生成最大 = 螢幕_pl.GetComponent<RectTransform>().rect.width - 230f;
- double 生成數量 = Math.Floor(螢幕_pl.GetComponent<RectTransform>().rect.height / 170);
- Debug.Log(螢幕_pl.GetComponent<RectTransform>().rect.height-50);
- Debug.Log(生成數量);
- for (int i=0 ;i<=生成數量-1;i++){
- GameObject floor = Instantiate(FloorPrefabs2,螢幕_pl.transform);
- floor.transform.GetComponent<RectTransform>().anchoredPosition = new Vector3(UnityEngine.Random.Range(30f,生成最大),-(i*170f),0f);
- }
- }
- }
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