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- protected int _sceneTask;
- public GameObject prefab = null;
- public GameObject[,] mass = new GameObject[15,15];
- int isk;
- int jsk;
- // Use this for initialization
- void Start () {
- // 配置元のオブジェクト指定
- GameObject stageObject = GameObject.FindWithTag("Stage");
- //// タイル配置
- for(int i = 0; i < 15 ; i ++) {
- for(int j = 0; j < 15 ; j ++) {
- Vector3 tile_pos = new Vector3(
- 0 + prefab.transform.localScale.x * i,
- 0,
- 0 + prefab.transform.localScale.z * j
- );
- if(prefab != null){
- // プレハブの複製
- GameObject instant_object = Instantiate(prefab,tile_pos, Quaternion.identity) as GameObject;
- // 生成元の下に複製したプレハブをくっつける
- instant_object.transform.parent = stageObject.transform;
- mass[i,j] = instant_object;
- }
- }
- }
- int Ivent = Random.Range(4, 7);//ランダムにイベントマスの設置
- for(int p = 0; p < Ivent;p++){
- int iRandNum = Random.Range(0, 14);
- int jRandNum = Random.Range(0, 14);
- mass[iRandNum,jRandNum].GetComponent<Renderer>().material.color = new Color(0.2f, 0.8f, 0.9f, 0.5f);
- }
- }
- // Update is called once per frame
- void Update(){
- mass[5,5].GetComponent<Renderer>().material.color = new Color(0.0f, 0.0f, 0.0f, 0.0f);
- Debug.Log ("黒くなるはずのマス[5,5]の色は"+mass [5, 5].GetComponent<Renderer> ().material.color);
- mass[1,5].GetComponent<Renderer> ().material.color = new Color (0.2f, 0.8f, 0.9f, 0.5f);
- Debug.Log ("青になるはずのマス[1,5]の色は"+mass [1, 5].GetComponent<Renderer> ().material.color);
- }
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