// Falta implementar la UI public IEnumerator ResetBoard() { yield return(StartCoroutine(DisolveObjects())); // Terminamos el ultimo Board Activo activeBoard.EndBoard(); activeBoard.SetupBoard(this, true); UpdateActive(true); StartCoroutine(LoadObjects(true)); yield return(null); }
// Start is called before the first frame update void Start() { // Obtenemos el primer board activeBoard = debugArray[iter].GetComponent <BBoard>(); // Hacemos el Setup del Board y de todos sus componentes activeBoard.SetupBoard(this, false); // Actualizamos nuestras variables UpdateActive(false); // Llamamos a la corutina encargada de mostrar todos los objetos StartCoroutine(LoadObjects(false)); boardCompleted = false; }
public IEnumerator SwapActiveBoard(BBoard newBoard, bool playableLevel) { yield return(StartCoroutine(DisolveObjects())); // Terminamos el ultimo Board Activo activeBoard.EndBoard(); activeBoard = newBoard; activeBoard.SetupBoard(this, playableLevel); UpdateActive(playableLevel); StartCoroutine(LoadObjects(playableLevel)); yield return(null); }