public RelationshipExecutor(SpawnedPuzzleItem item1, SpawnedPuzzleItem item2, Room room, ProcGame game) { _item1 = item1; _item2 = item2; _currentRoom = room; _game = game; }
public RelationshipExecutor(SpawnedPuzzleItem item1, SpawnedPuzzleItem item2, Room room, ProcGame game) { _item1 = item1; _item2 = item2; _currentRoom = room; _game = game; }
// Use this for initialization void Start() { // If we're generating from a seed if (seedGenerate) { Random.seed = _currentSeed; } _currentSeed = Random.seed; Random.seed = _currentSeed; _instance = this; _inventory = (GameObject.Find("inventory") as GameObject).GetComponent <Inventory>(); _audioSource = GetComponent <AudioSource>(); _floorSprite = GetComponentInChildren <tk2dSprite>(); _popupText = (Instantiate(popupTextPrefab) as GameObject).GetComponent <tk2dTextMesh>(); _popupText.transform.parent = transform; _popupText.gameObject.SetActive(false); _piecesToRemove = new List <GridPiece>(); _piecesToDestroy = new List <GridPiece>(); _gridWidth = Globals.ROOM_WIDTH; _gridHeight = Globals.ROOM_HEIGHT; _currentGame = new ProcGame(); _currentRoom = _currentGame.startRoom; _player = _currentGame.player; _floorSprite.spriteId = _floorSprite.GetSpriteIdByName(_currentRoom.floorTilesName); _gridPieces = _currentRoom.gridPieces; foreach (GridPiece piece in _gridPieces) { piece.gameObject.SetActive(true); } // Begin the game addPlayerText("Hungry...."); }
// Use this for initialization void Start() { // If we're generating from a seed if (seedGenerate) Random.seed = _currentSeed; _currentSeed = Random.seed; Random.seed = _currentSeed; _instance = this; _inventory = (GameObject.Find("inventory") as GameObject).GetComponent<Inventory>(); _audioSource = GetComponent<AudioSource>(); _floorSprite = GetComponentInChildren<tk2dSprite>(); _popupText = (Instantiate(popupTextPrefab) as GameObject).GetComponent<tk2dTextMesh>(); _popupText.transform.parent = transform; _popupText.gameObject.SetActive(false); _piecesToRemove = new List<GridPiece>(); _piecesToDestroy = new List<GridPiece>(); _gridWidth = Globals.ROOM_WIDTH; _gridHeight = Globals.ROOM_HEIGHT; _currentGame = new ProcGame(); _currentRoom = _currentGame.startRoom; _player = _currentGame.player; _floorSprite.spriteId = _floorSprite.GetSpriteIdByName(_currentRoom.floorTilesName); _gridPieces = _currentRoom.gridPieces; foreach (GridPiece piece in _gridPieces) { piece.gameObject.SetActive(true); } // Begin the game addPlayerText("Hungry...."); }