using UnityEngine;
using System;
public class GridManager3 : MonoBehaviour
{
// The GameObject to instantiate
public float tilesize = 40;
public float xdispl = -300;
private float curxd = -300;
private float curyd = 150;
public float xspace = 30;
public float ydispl = 150;
public float yspace = 30;
public TI G1;
private int i = 0;
private int[]xposn=new int[9]{0,1,2,0,1,2,0,1,2};
private int[]yposn=new int[9]{0,0,0,-1,-1,-1,-2,-2,-2};
//static Sprite[] SA;
//private int SAN;
void Start()
{
SpawnEntities();
}
void SpawnEntities()
{
for (i = 0; i < 9; i++)
{
Debug.Log(i);
Debug.Log(xposn[0]);
Debug.Log(xposn[i]);
curxd = (xposn[i] * tilesize) + xdispl;
curyd = (yposn[i] * tilesize) + ydispl;
{
for (int j = 1; j < 10; j++)
{
for (int k = 1; k < 10; j++)
{
Vector3 position;
position = new Vector3((xdispl + (i * xspace)), (ydispl - (j * yspace)), 0);
TI G1Copy = Instantiate(G1, position, Quaternion.identity);
G1Copy.GetComponent<Tileimage>().num = i;
G1Copy.GetComponent<TI>().SI(i);
G1Copy.GetComponent<TI>().num = i;
}
}
}
}
}
}
using UnityEngine;
public class TI : MonoBehaviour
{
public int num = 1;
public Sprite[] sprites;
#pragma warning disable IDE0051 // Remove unused private members
//void Start()
#pragma warning restore IDE0051 // Remove unused private members
// {
// SelectImage();
// }
//void SelectImage()
// {
// this.gameObject.GetComponent<SpriteRenderer>().sprite = sprites[num - 1];
// }
public void SI(int mynum)
{
this.gameObject.GetComponent<SpriteRenderer>().sprite = sprites[mynum];
}
}
}
}
}
}
}
}