// Use this for initialization public void Init(AudioSource audio, GameObject tile_prefab, int bpm, float initial_offset) { // initialize tiles board = gameObject.GetComponent(typeof(Board)) as Board; board.Init(board_location, dimension, dimension, tile_prefab); // initialize players players = new Player[2]; Vector2[] player_positions = new Vector2[] {new Vector2(0, 0), new Vector2(dimension-1, dimension-1)}; for (int i = 0; i < 2; i++) { GameObject player_object = Instantiate (player_prefabs[i], player_positions[i] + board_location, new Quaternion ()); players [i] = new Player (i, player_object, player_positions [i], max_health, board, this); GameObject health_bar = GameObject.Find ("HealthBar" + i); health_bar.GetComponent<HealthBar> ().Init (); } // initialize directions directions = new Dictionary<string, Vector2>(); directions.Add ("Left", new Vector2 (-1, 0)); directions.Add ("Right", new Vector2 (1, 0)); directions.Add ("Up", new Vector2 (0, 1)); directions.Add ("Down", new Vector2 (0, -1)); music = new Music(audio, bpm, initial_offset); // initialize beat visualizer b_vis = gameObject.GetComponent(typeof(BeatVisualizer)) as BeatVisualizer; b_vis.Init(beat_visualizer_location, music.GetLeeway()); active = true; }
public void Init(BeatVisualizer beatVisualizer, float speed, float ttl) { _visualizer = beatVisualizer; _speed = speed; _ttl = ttl; }