COLS
How do I use C O L S
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: Board.cs
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40 public void Clear()
41 {
42 for (int row = 0; row < ROWS; row++)
43 {
44 for (int col = 0; col < COLS; col++)
45 {
46 cells[row, col].Clear();
47 }
48 }
49
50 lastChangedCell = null;
51 }
File name: Board.cs
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53 public bool IsDraw()
54 {
55 for (int row = 0; row < ROWS; row++)
56 {
57 for (int col = 0; col < COLS; col++)
58 {
59 if (cells[row, col].Content == Seed.Empty)
60 {
61 return false;
62 }
63 }
64 }
65
66 return true;
67 }
File name: Board.cs
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128 private void CreateCells()
129 {
130 Transform container = (new GameObject("Cells")).transform;
131
132 container.transform.parent = transform;
133 container.transform.localPosition = new Vector3(-cellOffset, -cellOffset, 0f);
134
135 for (int row = 0; row < ROWS; row++)
136 {
137 for (int col = 0; col < COLS; col++)
138 {
139 GameObject go = (GameObject)Instantiate(cellPrefab, Vector3.zero, Quaternion.identity);
140 Cell cell = go.GetComponent
141
142 cell.transform.parent = container;
143 cell.transform.localPosition = new Vector3(col * cellOffset, row * cellOffset, 0f);
144
145 cell.Init(row, col, OnCellClick);
146
147 cells[row, col] = cell;
148 }
149 }
150 }
File name: Grid.cs
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44 public bool IsReady {
45 get{
46 for (int row = 0; row < rows; row++) {
47 for (int col = 0; col < cols; col++) {
48 Node node = grid[row,col];
49 if (!node.IsReady) return false;
50 }
51 }
52
53 return true;
54 }
55 }
File name: Grid.cs
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63 public Node GetNodeAt(int row, int col) {
64 if (row < 0 || row >= rows || col < 0 || col >= cols) return null;
65 return grid[row,col];
66 }
File name: Grid.cs
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68 public Node GetNodeAt(Vector3 pos) {
69 pos -= transform.position;
70
71 float percentRow = (pos.z / size.z) + 0.5f;
72 float percentCol = (pos.x / size.x) + 0.5f;
73 percentRow = Mathf.Clamp01(percentRow);
74 percentCol = Mathf.Clamp01(percentCol);
75 int row = Mathf.RoundToInt((rows-1) * percentRow);
76 int col = Mathf.RoundToInt((cols-1) * percentCol);
77
78 return grid[row,col];
79 }
File name: Grid.cs
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81 void Awake() {
82 grid = new Node[rows,cols];
83 tileSize = tilePrefab.GetComponent
84 size = new Vector3(tileSize.x * cols, tileSize.y, tileSize.z * rows);
85 CreateGrid();
86 }
File name: Grid.cs
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88 void CreateGrid() {
89 Vector3 bottomLeft = new Vector3(
90 transform.position.x - size.x / 2 + tileSize.x / 2,
91 transform.position.y,
92 transform.position.z - size.z / 2 + tileSize.z / 2);
93 Vector3 startPosition = bottomLeft;
94
95 GameObject tile = tilePrefab;
96
97 for (int row = 0; row < rows; row++) {
98 for (int col = 0; col < cols; col++) {
99 startPosition.z = bottomLeft.z + tileSize.z * row;
100 startPosition.x = bottomLeft.x + tileSize.x * col;
101 GameObject go = Instantiate(tile, startPosition, tile.transform.rotation) as GameObject;
102 Node dn = go.AddComponent
103 dn.row = row;
104 dn.col = col;
105 dn.rowChess = Converter.ToChessRow(row);
106 dn.colChess = Converter.ToChessCol(col);
107 grid[row,col] = dn;
108 go.transform.parent = transform;
109 go.transform.localScale = Vector3.zero;
110
111 dn.ScaleIn(Random.Range(0f,1f),Random.Range(1f,2f),tile.transform.localScale);
112 tile = SwapTilePrefab(tile);
113 }
114 tile = SwapTilePrefab(tile);
115 }
116
117 StartCoroutine(SpawnPieces());
118 }
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