// Use this for initialization void Awake() { _piecesHolder = GameObject.Find("piecesHolder"); _previewHolder = GameObject.Find("previewHolder"); _gridCtrl = GetComponent<GridCtrl>(); RollNext(); }
// Use this for initialization void Awake() { _repeated = new List <int>(); _piecesHolder = GameObject.Find("piecesHolder"); _previewHolder = GameObject.Find("previewHolder"); _gridCtrl = GetComponent <GridCtrl>(); _pieceRng = new System.Random(Guid.NewGuid().GetHashCode()); _rotationRng = new System.Random(Guid.NewGuid().GetHashCode()); RollNext(); }
void Awake() { _playing = true; _isInTurbo = false; _gridCtrl = GetComponent <GridCtrl>(); _inputCtrl = GetComponent <InputCtrl>(); _rowRemover = GetComponent <RowRemover>(); _fallRoutine = FallAndWait(); _speedUpRoutine = SpeedUpOverTime(); }
void Awake() { _playing = true; _isInTurbo = false; _gridCtrl = GetComponent<GridCtrl>(); _inputCtrl = GetComponent<InputCtrl>(); _rowRemover = GetComponent<RowRemover>(); _fallRoutine = FallAndWait(); _scoreView = GameObject.Find("text_ScoreValue").GetComponent<TextMesh>(); }
protected void ProgressOperation_ProgressDataOuput(object sender, ProDataOutputEventArgs e) { Datas.Add(e.Data); if (Datas.Count == 1) { GridCtrl.Invoke(new Action(() => { GridCtrl.DataSource = null; GridCtrl.DataSource = new BindingList <object>(Datas); })); } GridCtrl.RefreshDataSource(); }
// Use this for initialization void Start() { _grid = GameObject.FindGameObjectWithTag("Grid").GetComponent <GridCtrl>(); _piecesHolder = GameObject.FindGameObjectWithTag("piecesHolder"); if (transform.parent.parent == _piecesHolder.transform) { Hide(); } else { Show(); } }
// Use this for initialization void Start() { _gridCtrl = GetComponent<GridCtrl>(); SetupLines(transform.Find("Separators")); }
void Awake() { _grid = GetComponent <GridCtrl>(); _pieces = new Dictionary <float, List <GameObject> >(); }