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1 | using UnityEngine; | |
2 | using System.Collections; | |
3 | ||
4 | public class world : MonoBehaviour { | |
5 | ||
6 | ||
7 | public GameObject brick; | |
8 | ||
9 | ||
10 | GameObject[, ,] block_map; | |
11 | int[, ,] map = new int[32,32,32]; | |
12 | public GameObject[] blocks; | |
13 | ||
14 | void Start() { | |
15 | ||
16 | ||
17 | ||
18 | ||
19 | ||
20 | ||
21 | for (int x = 0; x < 32; x++) {//ground | |
22 | for (int y = 0; y <32; y++) { | |
23 | ||
24 | for (int z = 0; z < 32; z++) { | |
25 | switch (y) | |
26 | { | |
27 | case 0: | |
28 | ||
29 | case 1: | |
30 | map[x,y,z]=1; | |
31 | ||
32 | break; | |
33 | case 2: | |
34 | map[x,y,z]=(int)Mathf.Ceil(Random.Range(1, 5)); | |
35 | break; | |
36 | case 3: | |
37 | map[x,y,z]=(int)Mathf.Ceil(Random.Range(2, 5)); | |
38 | break; | |
39 | case 4: | |
40 | map[x,y,z]=(int)Mathf.Ceil(Random.Range(2, 5)); | |
41 | break; | |
42 | case 5: | |
43 | map[x,y,z]=(int)Mathf.Ceil(Random.Range(0, 5)); | |
44 | break; | |
45 | case 6: | |
46 | map[x,y,z]=(int)Mathf.Ceil(Random.Range(0, 5)); | |
47 | break; | |
48 | case 7: | |
49 | map[x,y,z]=(int)Mathf.Ceil(Random.Range(0, 5)); | |
50 | break; | |
51 | case 8: | |
52 | map[x,y,z]=(int)Mathf.Ceil(Random.Range(0, 5)); | |
53 | break; | |
54 | default: | |
55 | map[x,y,z]=0; | |
56 | break; | |
57 | }}}} | |
58 | ||
59 | ||
60 | ||
61 | ||
62 | ||
63 | ||
64 | ||
65 | for (int x = 0; x < 32; x++) { | |
66 | for (int y = 0; y <32; y++) {//ground | |
67 | for (int z = 0; z < 32; z++){ | |
68 | ||
69 | Debug.Log("going to instantiate for " + x + ", " + y + ", " + z); | |
70 | Debug.Log("using index: " + map[x,y,z]); | |
71 | Debug.Log("having game object name: " + blocks[map[x,y,z]].name); | |
72 | ||
73 | block_map[x,y,z]=(GameObject)Instantiate (blocks[map[x,y,z]], new Vector3 (x, y, z), Quaternion.identity); | |
74 | ||
75 | ||
76 | } | |
77 | } | |
78 | } | |
79 | ||
80 | ||
81 | ||
82 | ||
83 | ||
84 | /**/ | |
85 | ||
86 | } | |
87 | ||
88 | ||
89 | } |