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Ucb.cs - posted by guest on 3rd December 2019 10:45:22 PM
using UnityEngine;
//to
//the cubit group
public class ucb: MonoBehaviour
{
internal string worldID;
public Transform cubitPrefab,blankPrefab;
public int scale=1;
public bool flat,memory;
bool built;
public void Engridden(string status)//GRIDDIFICATION KODE
{
if(built)
return;
float cubitScale = Mathf.Sqrt(status.Length);
name = "brickn_" + status;
float ratio = 1f / (float)cubitScale;
int ind = 0;
Vector3 startPos = transform.position - (Vector3.right / 2) - (Vector3.down / 2);
UnityEngine.UI.GridLayoutGroup isUI = GetComponent<UnityEngine.UI.GridLayoutGroup>();
if(isUI)
{
isUI.constraintCount = (int)cubitScale;
isUI.cellSize = new Vector2(cubitScale/2,cubitScale/2) *.8f;
}
for (int i = 0; i < cubitScale; i++)
{
for (int j = 0; j < cubitScale; j++)
{
Transform cb = Instantiate(status[ind] == '~'?cubitPrefab:blankPrefab);
cb.SetParent(transform);
if (!isUI)
{
cb.position = startPos + (Vector3.right * ratio* j) + (Vector3.down * ratio * i);
cb.transform.localScale = Vector3.one * ratio;
}
ind++;
}
}
if (flat)
transform.Rotate(90, 0, 0);
transform.localScale = Vector3.one * scale;
built=true;
}
}