// Start is called before the first frame update void Start() { this.rigid = GetComponent <Rigidbody>(); RotateObject = GameObject.Find("Cube"); CubeScript = RotateObject.GetComponent <RotateCube>(); }
// Use this for initialization void Start() { RotateCube a = new RotateCube(); RotateCube b = new SuperCube(); RotateCube c = new SuperSuperCube(); a.Say(); b.Say(); c.Say(); }
public void Initialize(Word word) { this.word = word; selectedSides = new PinZiPP[2]; rotateCubeScript = goRotateCubeScriptHolder.GetComponent <RotateCube> (); Reset(); priPrefabPianPangs = new GameObject[5]; DisplayAllSides(); Resources.UnloadUnusedAssets(); endGameUICanvasGroup_Win.gameObject.SetActive(false); endGameUICanvasGroup_Lost.gameObject.SetActive(false); }
// Use this for initialization void Start() { button = GetComponent <Button>(); rotateCube1 = FindObjectOfType <RotateCube>(); rotateCube2 = FindObjectOfType <RotateCube2>(); if (direction == Direction.UP) { button.onClick.AddListener(() => { rotateCube1.PushDown_Up(); rotateCube2.PushDown_Up(); }); } if (direction == Direction.DOWN) { button.onClick.AddListener(() => { rotateCube1.PushDown_Down(); rotateCube2.PushDown_Down(); }); } if (direction == Direction.RIGHT) { button.onClick.AddListener(() => { rotateCube1.PushDown_Right(); rotateCube2.PushDown_Right(); }); } if (direction == Direction.LEFT) { button.onClick.AddListener(() => { rotateCube1.PushDown_Left(); rotateCube2.PushDown_Left(); }); } }
void Start() { cubeRotator = FindObjectOfType(typeof(RotateCube)) as RotateCube; // SavedData is a serializable class defined in GameManager.cs SavedData save = GameManager.GetSave(); if (save != null) { size = save.cubeSize; Vector3 pos = new Vector3(save.rubiksPosRot.pos[0], save.rubiksPosRot.pos[1], save.rubiksPosRot.pos[2]); Quaternion rot = new Quaternion(save.rubiksPosRot.rot[0], save.rubiksPosRot.rot[1], save.rubiksPosRot.rot[2], save.rubiksPosRot.rot[3]); transform.SetPositionAndRotation(pos, rot); GenerateCubes(); uint i = 0u; foreach (Cube cube in cubes) { // PosRot is a subclass SavedData.PosRot posRotI = save.posRot[i++]; pos = new Vector3(posRotI.pos[0], posRotI.pos[1], posRotI.pos[2]); rot = new Quaternion(posRotI.rot[0], posRotI.rot[1], posRotI.rot[2], posRotI.rot[3]); cube.transform.SetPositionAndRotation(pos, rot); } } else { GenerateCubes(); } UpdateView(); }
void Start() { cubeRotator = FindObjectOfType(typeof(RotateCube)) as RotateCube; }
// Start is called before the first frame update void Start() { instance = this; }