Inheritance: MonoBehaviour
Beispiel #1
0
    // 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;
    }
Beispiel #2
0
 public void Init(BeatVisualizer beatVisualizer, float speed, float ttl) {
     _visualizer = beatVisualizer;
     _speed = speed;
     _ttl = ttl;
 }