Beispiel #1
0
    public MyTile GetTile(Vector3Int inputGridPos)
    {
        MyTile currentTile = new MyTile();

        allTiles.TryGetValue(inputGridPos, out currentTile);
        return(currentTile);
    }
Beispiel #2
0
 public void StormMovesShips()
 {
     foreach (Unit u in GetPlayerUnits(currentPlayerSide))
     {
         int[]  xy          = GetXYbyTileName(u.gameObject.transform.parent.name);
         int    x           = xy[0];
         int    y           = xy[1];
         int[]  windDir     = currentWeather.curWind;
         MyTile tileToDrift = null;
         for (int radius = u.stormDrift; radius > 0; radius--)
         {
             tileToDrift = GetTileByXY(x + radius * windDir[0], y + (-1) * radius * windDir[0]).GetComponent <MyTile>();
             if (tileToDrift != null)
             {
                 break;
             }
         }
         if (tileToDrift == null)
         {
             tileToDrift = GetTileByXY(x, y).GetComponent <MyTile>();
         }
         u.transform.parent        = tileToDrift.gameObject.transform;
         u.transform.localPosition = new Vector2(0, 0);
         tileToDrift.AddShipToTile(u.gameObject);
         u.movementCompleted = true;
         ResetMoveHighlight();
         ResetUnderFireHighlight();
         if (!u.fireCompleted)
         {
             HighlightArea(tileToDrift.gameObject, "fire");
         }
     }
 }
    public void Generate1(Player p)
    {
        p.SortTiles();
        List <MyTile> tiles      = p.my_tiles;
        List <MyTile> show_tiles = p.show_tiles;

        for (int i = 0; i < tiles.Count; i++)
        {
            MyTile temp = tiles[i];
            temp.transform.position = new Vector3(-tile_x * ((tiles.Count - 1) / 2.0f - (float)(i)),
                                                  base_height,
                                                  -(chessboard_z / 2 - tile_z * 2));
            temp.transform.rotation = Quaternion.Euler(0.0f, 180.0f, 0.0f);
            if (temp.is_showing)
            {
                temp.is_showing = false;
                temp.ResetPotential();
                temp.show();
            }
        }
        for (int i = 0; i < show_tiles.Count; i++)
        {
            MyTile temp = show_tiles[i];
            temp.transform.position = new Vector3(-tile_x * ((show_tiles.Count - 1) / 2.0f - (float)(i)),
                                                  show_base_height,
                                                  -(chessboard_z / 2 - tile_z * 2 - tile_y));
            temp.transform.rotation = Quaternion.Euler(-90.0f, 0.0f, -180.0f);
        }
    }
Beispiel #4
0
    public MyTile CreateTile()
    {
        GameObject g    = Resources.Load("Prefabs/Tile") as GameObject;
        MyTile     tile = Instantiate(g).GetComponent <MyTile>();

        return(tile);
    }
Beispiel #5
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    public virtual List <MyTile> Play()
    {
        if (play_time < consider_time)
        {
            play_time += Time.deltaTime;
            return(null);
        }
        List <MyTile> result = new List <MyTile>();

        if (CheckOver())
        {
            MyTile temp = CreateTile();
            temp.tile_id = -1;
            result.Add(temp);
            return(result);
        }


        System.Random rnd = new System.Random();
        if (my_tiles.Count != 0)
        {
            result = new List <MyTile>();
            MyTile tile = my_tiles[rnd.Next(my_tiles.Count)];
            my_tiles.Remove(tile);
            my_tiles_id.Remove(tile.tile_id);
            result.Add(tile);
            return(result);
        }
        return(null);
    }
Beispiel #6
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    public void GetTile(int id)
    {
        MyTile tile = CreateTile();

        GetTileId(id);
        tile.Initialize(id);
        my_tiles.Add(tile);
    }
Beispiel #7
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    public void GetShowTile(int id)
    {
        GameObject g    = Resources.Load("Prefabs/Tile") as GameObject;
        MyTile     tile = Instantiate(g).GetComponent <MyTile>();

        //GetTileId(id);
        tile.Initialize(id);
        show_tiles.Add(tile);
    }
Beispiel #8
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    public override List <MyTile> Ask_answer(MyTile tile)
    {
        List <MyTile> out_tiles   = new List <MyTile>();
        List <int>    showing_ids = GetShowInts();
        int           match_num   = tile.tile_id;

        for (int i = 0; i < my_tiles.Count; i++)
        {
            if (match_num == my_tiles[i].tile_id)
            {
                out_tiles.Add(my_tiles[i]);
            }
        }
        if (out_tiles.Count >= 2)
        {
            SetPotentialIfNotYet(out_tiles);
        }

        for (int i = 0; i < my_tiles.Count; i++)
        {
            for (int j = 0; j < my_tiles.Count; j++)
            {
                List <int> tempss = new List <int>(new int[] { tile.tile_id, my_tiles[i].tile_id, my_tiles[j].tile_id });
                if (CheckThreeSequence(tempss))
                {
                    my_tiles[i].SetPotential();
                    my_tiles[j].SetPotential();
                }
            }
        }


        showing_ids = GetShowInts();
        List <int> temps = new List <int>();

        for (int i = 0; i < showing_ids.Count; i++)
        {
            temps.Add(showing_ids[i]);
        }
        temps.Add(tile.tile_id);
        if (CheckThreeOrFourSame(temps) || CheckThreeSequence(temps))
        {
            if (Input.GetMouseButtonDown(1))
            {
                ClearPotential();
                return(Delete(GetShowTiles()));
            }
        }
        if (Input.GetMouseButtonDown(1))
        {
            ClearPotential();
            return(new List <MyTile>());
        }

        return(null);
    }
Beispiel #9
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    private bool canSpawn()
    {
        bool flag = false;

        if (MyTile != null && !MyTile.IsOccupied(TileLayer))
        {
            flag = true;
        }
        return(flag);
    }
Beispiel #10
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    public virtual List <MyTile> Ask_answer(MyTile tile)
    {
        if (waitTime > Time.deltaTime)
        {
            waitTime -= Time.deltaTime;
            return(null);
        }

        List <MyTile> out_tiles = new List <MyTile>();

        int match_num = tile.tile_id;

        for (int i = 0; i < my_tiles.Count; i++)
        {
            if (match_num == my_tiles[i].tile_id)
            {
                out_tiles.Add(my_tiles[i]);
            }
        }
        if (out_tiles.Count == 3)
        {
            return(Delete(out_tiles));
        }
        if (out_tiles.Count == 2)
        {
            return(Delete(out_tiles));
        }
        out_tiles = new List <MyTile>();
        if (match_num % 10 == 0)
        {
            return(new List <MyTile>());
        }

        for (int i = 0; i < my_tiles.Count; i++)
        {
            for (int j = 0; j < my_tiles.Count; j++)
            {
                List <int> temps = new List <int>(new int[] { tile.tile_id, my_tiles[i].tile_id, my_tiles[j].tile_id });
                if (CheckThreeSequence(temps))
                {
                    out_tiles.Add(my_tiles[i]);
                    out_tiles.Add(my_tiles[j]);
                    return(Delete(out_tiles));
                }
            }
        }


        out_tiles = new List <MyTile>();



        waitTime = 3;
        return(new List <MyTile>());
    }
Beispiel #11
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    void AddShip(MyTile t, string name, string ship_class, Player player)
    {
        GameObject shipObj = Resources.Load("Prefabs/ship") as GameObject;
        GameObject s       = Instantiate(shipObj, new Vector3(0, 0, 0), Quaternion.identity);

        s.name = "ship";
        t.AddShipToTile(s);
        s.GetComponent <Unit>().SetupShip(ship_class, player.side, name);

        ships.Add(s);
    }
Beispiel #12
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    void CleanTile(MyTile temp_tile, bool reuse = true)
    {
        //add it back to tile manager
        if (reuse)
        {
            tile_manager.tiles.Add(temp_tile.tile_id);
        }

        //destroy the current tile
        temp_tile.Suiside();
    }
Beispiel #13
0
    private MyTile CreateTileDataFromName(TileBase inputTile)
    {
        MyTile thisTile = new MyTile();
        //i know but ok sh i cba to make custom class and everything
        string tileName = inputTile.name;

        switch (tileName)
        {
        case "moonrocktile":
            thisTile.isInteractable = false;
            thisTile.isDestructible = true;
            thisTile.isTurnedOn     = true;
            thisTile.mass           = 25000f;
            thisTile.hardness       = 1f;
            break;

        case "halfblockmoonrocktile":
            thisTile.isInteractable = false;
            thisTile.isDestructible = true;
            thisTile.isTurnedOn     = true;
            thisTile.mass           = 12500f;
            thisTile.hardness       = 1f;
            break;

        case "grasstile":
            thisTile.isInteractable = false;
            thisTile.isDestructible = true;
            thisTile.isTurnedOn     = true;
            thisTile.mass           = 20000f;
            thisTile.hardness       = 0.5f;
            break;

        case "windowtile":
            thisTile.isInteractable = false;
            thisTile.isDestructible = true;
            thisTile.isTurnedOn     = true;
            thisTile.mass           = 5000f;
            thisTile.hardness       = 0.5f;
            break;

        //special blocks
        case "gravitygeneratortile":
            thisTile.isInteractable = true;
            thisTile.isDestructible = true;
            thisTile.isTurnedOn     = true;
            thisTile.mass           = 5500000f;
            thisTile.hardness       = 3f;
            break;
        }

        return(thisTile);
    }
Beispiel #14
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 /// <summary>
 /// the origin of the rectangles need to be set on left upper corner, as it is ad default
 /// </summary>
 public static float CheckColision(RectangleShape rect1, MyTile rect2)
 {
     // Vector2f CenterReact1 = rect1.Position + new Vector2f(rect1.Size.X / 2, rect1.Size.Y / 2);
     // Vector2f CenterReact2 = rect2.Position + new Vector2f(rect2.Size.X / 2, rect2.Size.Y / 2);
     if (rect1.GetGlobalBounds().Intersects(rect2.GetGlobalBounds()) == true) // this need to be simpliied
     {
         return(rect2.SpeedPunish);
     }
     else
     {
         return(0);
     }
 }
Beispiel #15
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    MyTile GetTileAtPosition(Vector2 pos)
    {
        int tileX = Mathf.RoundToInt(pos.x - 0.5f);
        int tileY = Mathf.RoundToInt(pos.y - 0.5f);

        MyTile tile = TileManager.Inst.myTiles[tileY, tileX];

        if (tile != null)
        {
            return(tile);
        }
        return(null);
    }
Beispiel #16
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    void InitTiles()
    {
        for (int i = 0; i < TileHeight; i++)
        {
            for (int j = 0; j < TileWidth; j++)
            {
                TileBase nowTile;
                nowTile       = myTileMap.GetTile(new Vector3Int(j, i, 0));
                myTiles[i, j] = new MyTile();

                string tempString = nowTile.name;
                if (nowTile.name == "tex_tileset_original_34")
                {
                    myTiles[i, j].tileState = MyTile.TileState.Road;
                    //hardcording
                    if ((i == 7 && j == 1) || (i == 7 && j == 26) || (i == 26 && j == 1) || (i == 26 && j == 26))
                    {
                        GameObject temp;
                        temp = Instantiate(bigPellet, new Vector3(j + 0.5f, i + 0.5f, 0), this.transform.rotation, pellets.transform);
                        GameManager.Inst.totalPellet++;
                        GameManager.Inst.allPellet.Insert(GameManager.Inst.allPellet.Count, temp);
                    }
                    else
                    {
                        if (j >= 9 && i >= 13 && j <= 18 && i <= 19)
                        {
                        }
                        else
                        {
                            GameObject temp;
                            temp = Instantiate(normalPellet, new Vector3(j + 0.5f, i + 0.5f, 0), this.transform.rotation, pellets.transform);
                            GameManager.Inst.totalPellet++;
                            GameManager.Inst.allPellet.Insert(GameManager.Inst.allPellet.Count, temp);
                        }
                    }
                    if ((i == 16 && j == 0) || (i == 16 && j == 27))
                    {
                        myTiles[i, j].isPortal = true;
                    }
                }
                else
                {
                    myTiles[i, j].tileState = MyTile.TileState.Wall;
                    //이걸 만드는 이유가 레이로 쏴서 waypoint가 맞거나 벽에 맞을 때까지 가서 멈춘다. 그것 위한 콜라이더 였음
                    Instantiate(wall, new Vector3(j + 0.5f, i + 0.5f, 0), this.transform.rotation, walls.transform);
                }
            }
        }
    }
    void Update()
    {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        if (Physics.Raycast(ray.origin, ray.direction, out m_HitInfo))
        {
            MyTile tile = m_HitInfo.transform.GetComponent <MyTile>();
            if (tile != null)
            {
                this.transform.position = tile.transform.position;

                if (tile.IsOccuped())
                {
                    //Red Material
                    if (_currentState == 0)
                    {
                        _currentState         = 1;
                        _currentMesh.material = _blockedMaterial;
                    }
                }
                else
                {
                    //Blue material
                    if (_currentState == 1)
                    {
                        _currentState         = 0;
                        _currentMesh.material = _availableMaterial;
                    }

                    if (Input.GetMouseButtonDown(0))
                    {
                        UIController.Instance.SetPauseButtons(false);
                        tile.CreateTower(TowerManager.Instance.GetTower(_type));

                        Destroy(this.gameObject);
                        return;
                    }
                }
            }

            if (Input.GetMouseButtonDown(1))
            {
                Destroy(this.gameObject);
            }
        }
    }
Beispiel #18
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    private void Awake()
    {
        tiles = new MyTile[dim, dim];
        for (int x = 0; x < dim; x++)
        {
            for (int y = 0; y < dim; y++)
            {
                tiles[x, y] = new MyTile(x * TileSize + (int)transform.position.x * TileSize, y * TileSize + (int)transform.position.y * TileSize);
                GameObject tileGo = new GameObject("Tile_" + tiles[x, y].x + "_" + tiles[x, y].y);
                tileGo.transform.position = new Vector2(tiles[x, y].x, tiles[x, y].y);
                tileGo.transform.SetParent(this.transform, true);

                SpriteRenderer spriteRenderer = tileGo.AddComponent <SpriteRenderer>();
                spriteRenderer.sprite = full;
            }
        }
    }
Beispiel #19
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    // Start is called before the first frame update
    void Start()
    {
        //Debug.Log("Maze started");
        Tiles = new List <TileManager.Tile>();
        Tiles = GameObject.Find("Game Manager").GetComponent <TileManager>().tiles;
        int x = 29; //transform.GetChild(0).childCount;
        int y = 32; //transform.childCount;

        tiles = new MyTile[x, y];
        for (int i = 0; i < x; i++)
        {
            for (int j = 0; j < y; j++)
            {
                tiles[i, j] = new MyTile(i, j);
            }
        }
    }
        public void Execute(params object[] list)
        {
//			var toastMessage = new MyToast();
//			toastMessage.Text1 = ((string)list[1]);
//			toastMessage.Text2 = ((string)list[2]);
//			toastMessage.NotificationUri = (string)list [0];
//			toastMessage.CreatePayload ();
//			var result = PushNotifier.SendPushNotificationMessage(toastMessage);
            var tileMessage = new MyTile();

            tileMessage.Text1           = ((string)list[1]);
            tileMessage.Text2           = ((string)list[2]);
            tileMessage.NotificationUri = (string)list [0];
            tileMessage.CreatePayload();
            var result2 = PushNotifier.SendPushNotificationMessage(tileMessage);

            //throw new NotImplementedException ();
        }
    //Creates all the tiles.
    //Also setups the colortiles
    //This is very slow becuase gameobjects are quite slow and the program will crash if you create to many tiles at once.
    //Want to try to use something other then the tiles in the future and see if that speeds things up.
    void CreateGrid()
    {
        offset = RescaleOffset();
        Vector2 spawnPosition = GetMiddlePos();

        tiles = new MyTile[width, height];
        for (int i = 0; i < height; i++)
        {
            for (int k = 0; k < width; k++)
            {
                Vector3    spawnPos    = new Vector3(spawnPosition.x + (k * offset), spawnPosition.y + (i * offset), 0);
                GameObject temp        = Instantiate(tile, spawnPos, Quaternion.identity, tileHolder);
                ColorTile  colorTile   = temp.GetComponent <ColorTile>();
                MyTile     currentTile = new MyTile(temp, spawnPos, new Vector2(k, i), colorTile);
                tiles[k, i] = currentTile;
                temp.GetComponent <ColorTile>().OnStart(currentTile);
            }
        }
    }
Beispiel #22
0
    public void UpdateNativeArrays()
    {
        //first clear all
        allCalculatedGravity.Dispose();
        playerPositionArray.Dispose();
        playerMassArray.Dispose();
        gravityConstantArray.Dispose();
        allTileMassArray.Dispose();
        allTilePosWorldArray.Dispose();
        allTileIsTurnedOnArray.Dispose();

        //create lists
        allCalculatedGravity = new NativeArray <Vector3>(1, Allocator.Persistent);
        playerPositionArray  = new NativeArray <Vector3>(1, Allocator.Persistent);
        playerMassArray      = new NativeArray <float>(1, Allocator.Persistent);
        gravityConstantArray = new NativeArray <float>(1, Allocator.Persistent);
        //get count of tiles to gravity on
        int tileCount = 0;

        foreach (var pos in ground.cellBounds.allPositionsWithin)
        {
            if (ground.HasTile(pos))
            {
                tileCount++;
            }
        }
        allTileMassArray       = new NativeList <float>(tileCount + 1, Allocator.Persistent);
        allTilePosWorldArray   = new NativeList <Vector3>(tileCount + 1, Allocator.Persistent);
        allTileIsTurnedOnArray = new NativeList <bool>(tileCount + 1, Allocator.Persistent);
        //fill lists
        //-------- fill in all tile info into nativelists ------
        foreach (var pos in ground.cellBounds.allPositionsWithin)
        {
            if (ground.HasTile(pos))
            {
                MyTile currentTile = new MyTile();
                allTiles.TryGetValue(pos, out currentTile);
                allTileMassArray.Add(currentTile.mass);
                allTilePosWorldArray.Add(ground.CellToWorld(pos));
                allTileIsTurnedOnArray.Add(currentTile.isTurnedOn);
            }
        }
    }
 public void Initialize()
 {
     chessboard = GameObject.Find("Chessboard");
     tile       = Resources.Load <MyTile>("Pretabs/Tile");
     //float tile_x = tiles[0].transform.lossyScale.x;
     //float tile_z = tiles[0].transform.lossyScale.z;
     //float tile_y = tiles[0].transform.lossyScale.y;
     tiles_1          = new List <MyTile>();
     tiles_2          = new List <MyTile>();
     tiles_3          = new List <MyTile>();
     tiles_4          = new List <MyTile>();
     tile_x           = 1.0f;
     tile_z           = 0.5f;
     tile_y           = 1.6f;
     chessboard_z     = chessboard.transform.lossyScale.z;
     chessboard_x     = chessboard.transform.lossyScale.x;
     chessboard_y     = chessboard.transform.lossyScale.y;
     base_height      = chessboard.transform.position.y + tile_y / 2 + chessboard_y / 2;
     show_base_height = chessboard.transform.position.y + tile_z / 2 + chessboard_y / 2;
 }
Beispiel #24
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        public static int GetZoomLevel()
        {
            double currentRes = GlobalLayers._MainMap.Resolution;
            //  ArcGISLocalTiledLayer basetile = (ArcGISLocalTiledLayer)GlobalLayers._MainMap.Layers[0];
            MyTile basetile = (MyTile)GlobalLayers._MainMap.Layers[0];
            var    lods = basetile.TileInfo.Lods.ToList();
            int    level = 20, i;

            for (i = 0; i < lods.Count(); i++)
            {
                if (Math.Abs(currentRes - lods[i].Resolution) < 0.000001)
                {
                    level = i;
                    break;
                }
            }
            // int level = lods.IndexOf(lods.Where(l => l.Resolution == currentRes).FirstOrDefault());

            return(level);
        }
Beispiel #25
0
    public bool CheckThreeToFour(int id)
    {
        int count = 0;

        for (int i = 0; i < show_tiles.Count; i++)
        {
            if (show_tiles[i].tile_id == id)
            {
                count++;
                if (count >= 3)
                {
                    MyTile temp = CreateTile();
                    temp.Initialize(id);
                    show_tiles.Insert(i, temp);
                    return(true);
                }
            }
        }
        return(false);
    }
Beispiel #26
0
    public void BlockNeighbours(MyTile tile)
    {
        Vector2[] oddrDirectionsEven = { new Vector2(+1, 0), new Vector2(0,  -1), new Vector2(-1, -1),
                                         new Vector2(-1, 0), new Vector2(-1, +1), new Vector2(0, +1) };

        Vector2[] oddrDirectionsOdd = { new Vector2(+1, 0), new Vector2(+1, -1), new Vector2(0,  -1),
                                        new Vector2(-1, 0), new Vector2(0,  +1), new Vector2(+1, +1) };

        if (tile.y % 2 == 1)
        {
            foreach (Vector2 v2 in oddrDirectionsOdd)
            {
                int auxx = tile.x + (int)v2.x;
                int auxy = tile.y + (int)v2.y;

                if (auxx >= 0 && auxx < gridWidth &&
                    auxy >= 0 && auxy < gridHeight &&
                    tileGrid[auxx, auxy] != null)
                {
                    tileGrid[auxx, auxy].SetOccuped(true);
                }
            }
        }
        else
        {
            foreach (Vector2 v2 in oddrDirectionsEven)
            {
                int auxx = tile.x + (int)v2.x;
                int auxy = tile.y + (int)v2.y;

                if (auxx >= 0 && auxx < gridWidth &&
                    auxy >= 0 && auxy < gridHeight &&
                    tileGrid[auxx, auxy] != null)
                {
                    tileGrid[auxx, auxy].SetOccuped(true);
                }
            }
        }
    }
Beispiel #27
0
        //public object Clone()
        //{
        //    TagItem tag = BaseClone();
        //    if (Translations != null)
        //        tag.Translations = Translations.Where(t => t.Deleted == BaseStatusDeleted.None).Select(t => (lm.Comol.Core.DomainModel.Languages.)t.Clone()).ToList();
        //    if (CommunityAssignments!=null)
        //        tag.CommunityAssignments = CommunityAssignments.Where(c => c.Deleted == BaseStatusDeleted.None).Select(c => (CommunityTag)c.Clone()).ToList();
        //    if (tag.MyTile != null)
        //        tag.MyTile = (lm.Comol.Core.Dashboard.Domain.Tile)MyTile.Clone();
        //    return tag;
        //}

        public virtual TagItem Copy(litePerson person, String ipAddress, String proxyIpAddress, String titlePrefix = "")
        {
            TagItem clone = BaseClone();

            clone.CreateMetaInfo(person, ipAddress, proxyIpAddress);
            if (Translations != null)
            {
                clone.Translations = Translations.Where(t => t.Deleted == BaseStatusDeleted.None).Select(t => t.Copy(clone, person, ipAddress, proxyIpAddress, titlePrefix, clone.CreatedOn)).ToList();
            }
            if (CommunityAssignments != null)
            {
                clone.CommunityAssignments = CommunityAssignments.Where(c => c.Deleted == BaseStatusDeleted.None).Select(c => c.Copy(clone, person, ipAddress, proxyIpAddress, clone.CreatedOn)).ToList();
            }
            if (Organizations != null)
            {
                clone.Organizations = Organizations.Where(c => c.Deleted == BaseStatusDeleted.None).Select(c => c.Copy(clone, person, ipAddress, proxyIpAddress, clone.CreatedOn)).ToList();
            }
            if (MyTile != null)
            {
                clone.MyTile = MyTile.Copy(clone, person, ipAddress, proxyIpAddress, titlePrefix, clone.CreatedOn);
            }
            return(clone);
        }
        public void Verify(MyTile tile)
        {
            if ((Color)tile.Background.GetValue(SolidColorBrush.ColorProperty) != Colors.Green)
            {
                foreach (MyLabel e in UnlockCells)
                {
                    if (values[e.Row, e.Column] == 0)
                    {
                        return;
                    }
                }

                Rectangle icon = new Rectangle()
                {
                    Fill   = new SolidColorBrush(Colors.White),
                    Height = 45,
                    Width  = 45
                };

                foreach (MyLabel e in UnlockCells)
                {
                    if (values[e.Row, e.Column] != result[e.Row, e.Column] && values[e.Row, e.Column] != 0)
                    {
                        icon.OpacityMask = new VisualBrush(Application.Current.Resources["appbar_close"] as Visual);
                        tile.Content     = icon;
                        tile.Background  = new SolidColorBrush(Colors.Red);
                        return;
                    }
                }
                icon.OpacityMask = new VisualBrush(Application.Current.Resources["appbar_check"] as Visual);
                tile.Content     = icon;
                tile.Background  = new SolidColorBrush(Colors.Green);

                finishBanner.Show(tile, errorCount);
            }
        }
Beispiel #29
0
 public void PlayTile(MyTile tile)
 {
     my_tiles.Remove(tile);
 }
Beispiel #30
0
 public void OnStart(MyTile myTile)
 {
     this.myTile = myTile;
 }