Beispiel #1
0
    // private int -380 = -380, 300 = 300;

    // Start is called before the first frame update
    void Start()
    {
        var coinToss = new coinToss();

        turn      = coinToss.getTurn();
        falseTurn = turn;

        Debug.Log("Turn: " + turn);
        winText.gameObject.SetActive(false);
        explodeSelect = GameObject.Find("explodeSelect").GetComponent <Text>();
        explodeSelect.gameObject.SetActive(false);

        initializeGrid();
        turnDisable();

        listPowerUp1 = Loading.allP1;
        listPowerUp2 = Loading.allP2;

        initializePowerUp();

        endScreen.gameObject.SetActive(false);
        allPopUps.gameObject.SetActive(false);

        disableLayer.rectTransform.sizeDelta = new Vector2(Screen.width, Screen.height);
    }
Beispiel #2
0
    // public Button pup1;

    // Start is called before the first frame update
    void Start()
    {
        var coinToss = new coinToss();

        turn = coinToss.getTurn();
        Debug.Log("Turn: " + turn);
        winText.gameObject.SetActive(false);
        initializeGrid();
        turnDisable();

        /* var powerUpsA = new PowerUps();
         * var powerUpsB = new PowerUps();
         * powerUpsA.Init();
         * powerUpsB.Init();
         * Debug.Log("A PU: " + powerUpsA.GetPowerUpCount());
         * Debug.Log(powerUpsB.GetPowerUpCount()); */
        listPowerUp1 = Loading.allP1;
        listPowerUp2 = Loading.allP2;
        foreach (var px in listPowerUp1.GetActivePowerUps())
        {
            Debug.Log("A: " + px.GetType());
        }
        foreach (var px in listPowerUp2.GetActivePowerUps())
        {
            Debug.Log("B: " + px.GetType());
        }
    }
Beispiel #3
0
    // Start is called before the first frame update
    void Start()
    {
        Debug.Log(DBManager.score1);
        Debug.Log(DBManager.score2);

        if (DBManager.screenName1 != null && DBManager.screenName2 != null)
        {
            Debug.Log(DBManager.score1);
            Debug.Log(DBManager.score2);
            PlayerDispaly1.text = DBManager.screenName1 + ":" + DBManager.score1;
            PlayerDispaly2.text = DBManager.screenName2 + ":" + DBManager.score2;
        }

        var coinToss = new coinToss();

        turn = coinToss.getTurn();
        Debug.Log("Turn: " + turn);
        winText.gameObject.SetActive(false);
        initializeGrid();
        turnDisable();
        var powerUpsA = new PowerUps();
        var powerUpsB = new PowerUps();

        powerUpsA.Init();
        powerUpsB.Init();
        Debug.Log("A PU: " + powerUpsA.GetPowerUpCount());
        Debug.Log(powerUpsB.GetPowerUpCount());
    }
Beispiel #4
0
    // public Button pup1;

    // Start is called before the first frame update
    void Start()
    {
        var coinToss = new coinToss();

        turn = coinToss.getTurn();
        Debug.Log("Turn: " + turn);
        winText.gameObject.SetActive(false);
        explodeSelect = GameObject.Find("explodeSelect").GetComponent <Text>();
        explodeSelect.gameObject.SetActive(false);

        blockSelect = GameObject.Find("blockSelect").GetComponent <Text>();
        blockSelect.gameObject.SetActive(false);

        nullTextA.gameObject.SetActive(false);
        nullTextB.gameObject.SetActive(false);

        undoTextA.gameObject.SetActive(false);
        undoTextB.gameObject.SetActive(false);

        initializeGrid();
        turnDisable();

        /* var powerUpsA = new PowerUps();
         * var powerUpsB = new PowerUps();
         * powerUpsA.Init();
         * powerUpsB.Init();
         * Debug.Log("A PU: " + powerUpsA.GetPowerUpCount());
         * Debug.Log(powerUpsB.GetPowerUpCount()); */
        listPowerUp1 = Loading.allP1;
        listPowerUp2 = Loading.allP2;

        initializePowerUp();
    }
Beispiel #5
0
    // Start is called before the first frame update
    void Start()
    {
        var coinToss = new coinToss();

        turn      = coinToss.getTurn();
        falseTurn = turn;

        Debug.Log("Turn: " + turn);
        winText.gameObject.SetActive(false);
        explodeSelect = GameObject.Find("explodeSelect").GetComponent <Text>();
        explodeSelect.gameObject.SetActive(false);

        initializeGrid();
        turnDisable();

        listPowerUp1 = Loading.allP1;
        listPowerUp2 = Loading.allP2;

        // Tracking Analytics: (Handling) Power Up List
        foreach (var px in listPowerUp1.GetActivePowerUps())
        {
            string pTempText = px.GetType();
            powerUpList.Append(pTempText + "|");
        }

        foreach (var px in listPowerUp2.GetActivePowerUps())
        {
            string pTempText = px.GetType();
            powerUpList.Append(pTempText + "|");
        }

        Debug.Log(powerUpList.ToString());

        initializePowerUp();

        endScreen.gameObject.SetActive(false);
        allPopUps.gameObject.SetActive(false);

        inHands[0].gameObject.SetActive(false);
        inHands[1].gameObject.SetActive(false);

        setInHand();

        lSettings();

        disableLayer.rectTransform.sizeDelta = new Vector2(Screen.width, Screen.height);
    }