4.Writing the Board Manager

//Clears our list gridPositions and prepares it to generate a new board.
        void InitialiseList ()
            //Clear our list gridPositions.
            gridPositions.Clear ();
            //Loop through x axis (columns).
            for(int x = 1; x < columns-1; x++)
                //Within each column, loop through y axis (rows).
                for(int y = 1; y < rows-1; y++)
                    //At each index add a new Vector3 to our list with the x and y coordinates of that position.
                    gridPositions.Add (new Vector3(x, y, 0f));


//Sets up the outer walls and floor (background) of the game board.
        void BoardSetup ()
            //Instantiate Board and set boardHolder to its transform.
            boardHolder = new GameObject ("Board").transform;
            //Loop along x axis, starting from -1 (to fill corner) with floor or outerwall edge tiles.
            for(int x = -1; x < columns + 1; x++)
                //Loop along y axis, starting from -1 to place floor or outerwall tiles.
                for(int y = -1; y < rows + 1; y++)
                    //Choose a random tile from our array of floor tile prefabs and prepare to instantiate it.
                    GameObject toInstantiate = floorTiles[Random.Range (0,floorTiles.Length)];
                    //Check if we current position is at board edge, if so choose a random outer wall prefab from our array of outer wall tiles.
                    if(x == -1 || x == columns || y == -1 || y == rows)
                        toInstantiate = outerWallTiles [Random.Range (0, outerWallTiles.Length)];
                    //Instantiate the GameObject instance using the prefab chosen for toInstantiate at the Vector3 corresponding to current grid position in loop, cast it to GameObject.
                    GameObject instance =
                        Instantiate (toInstantiate, new Vector3 (x, y, 0f), Quaternion.identity) as GameObject;
                    //Set the parent of our newly instantiated object instance to boardHolder, this is just organizational to avoid cluttering hierarchy.
                    instance.transform.SetParent (boardHolder);


   //RandomPosition returns a random position from our list gridPositions.
        Vector3 RandomPosition ()
            //Declare an integer randomIndex, set it's value to a random number between 0 and the count of items in our List gridPositions.
            int randomIndex = Random.Range (0, gridPositions.Count);
            //Declare a variable of type Vector3 called randomPosition, set it's value to the entry at randomIndex from our List gridPositions.
            Vector3 randomPosition = gridPositions[randomIndex];
            //Remove the entry at randomIndex from the list so that it can't be re-used.
            gridPositions.RemoveAt (randomIndex);
            //Return the randomly selected Vector3 position.
            return randomPosition;

5.Writing the Game Manager
そのために、GameManagerをprefab化してしまい、Loaderスクリプトを使ってインスタンス化します。LoaderスクリプトはMain Cameraにアタッチします。



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