//Make letter group, set the base letter and diacritic, run Populating Functions within the letter group.
    public void InstantiateAndPopulateLetterGroup(int _indexOfFirstUnderscore, int _letterGroupLength
                                                  , GameObject _letterGroupPrefab, Transform _InstPointTransform, string _LetterGroup, bool isHiragana)
    {
        GameObject g_letterGroup = Instantiate(_letterGroupPrefab, _InstPointTransform);

        g_letterGroup.transform.SetParent(gameObject.transform);
        LetterFormation _LetterGroupScript = g_letterGroup.GetComponent <LetterFormation>();

        //If it's not Hiragana, set base letter and diacritic.
        if (!isHiragana)
        {
            _LetterGroupScript.S_BaseLetter = _LetterGroup.Substring(0, _indexOfFirstUnderscore + 1);
            _LetterGroupScript.S_Diacritic  = _LetterGroup.Substring(_indexOfFirstUnderscore, _letterGroupLength - _indexOfFirstUnderscore);
        }

        //Otherwise just set base letter.
        else
        {
            _LetterGroupScript.S_BaseLetter = _LetterGroup;
        }

        //Populate the letter group based on whether it's hiragana or not.
        _LetterGroupScript.AllPopulatingFunctions(isHiragana);
    }
Example #2
0
 //Store value of correct key.
 public void PassInCorrectKey(LetterFormation _correctKey)
 {
     LetFor_correctKey = _correctKey;
 }
 //Instantiates a single devanagari. Used from Keyboard to overlay on top of a hiragana value.
 public void InstantiateSingleDevanagari(LetterFormation _HiraganaInQuestion) //Used by the Keyboard script to input the correct letters.
 {
     SetInstantiationPoint(_HiraganaInQuestion.transform.position.x, _HiraganaInQuestion.transform.position.y);
     InstantiateAndPopulateLetterGroup(FindCharacterIndexInString(_HiraganaInQuestion.S_BaseLetter, c_underscore[0]), _HiraganaInQuestion.S_BaseLetter.Length
                                       , G_LetterGroupPrefab, T_InstantiationPoint.transform, _HiraganaInQuestion.S_BaseLetter, false);
 }