Queue.GenQueue C# (CSharp) Méthode

GenQueue() public méthode

public GenQueue ( ) : void
Résultat void
	void GenQueue()
	{
		for (int x = 0; x < QPreview.GetLength(0); x++)
		{
			for (int y = 0; y < QPreview.GetLength(1); y++)
			{
				if (x < 11 && x > 0)
				{
					if (y > 0 && y < QPreview.GetLength(1) - 2)
					{
						//Board
						QPreview [x, y] = 0;
						GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
						cube.transform.position = new Vector3(x + transform.position.x, y + transform.position.y, 1);
						Material material = new Material(Shader.Find("Diffuse"));
						material.color = Color.grey;
						cube.GetComponent<Renderer>().material = material;
						cube.transform.parent = transform;
					}
					else if (y < QPreview.GetLength(1) - 2)
					{
						QPreview [x, y] = 1;
						GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
						cube.transform.position = new Vector3(x + transform.position.x, y + transform.position.y, 0);
						Material material = new Material(Shader.Find("Diffuse"));
						material.color = Color.black;
						cube.GetComponent<Renderer>().material = material;
						cube.transform.parent = transform;
						cube.GetComponent<Collider>().isTrigger = true;
					}
				}
				else if ((y < QPreview.GetLength(1) - 2))
				{
					// Left and Right edge
					QPreview [x, y] = 1;
					GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
					cube.transform.position = new Vector3(x + transform.position.x, y + transform.position.y, 0);
					Material material = new Material(Shader.Find("Diffuse"));
					material.color = Color.black;
					cube.GetComponent<Renderer>().material = material;
					cube.transform.parent = transform;
				}
			}
		}
	}