void BoardCreate() { groups = new Dictionary <int, CellGroup>(); Lib.RemoveObjects(rootCells); // create groups for each piece and places them in the starting position for (int y = 0; y < sizeBoardY; y++) { for (int x = 0; x < sizeBoardX; x++) { CellGroup group = Lib.AddObject <CellGroup>(prefGroup, rootCells, true); group.index = x + y * sizeBoardX; Cell cell = group.cells[0]; DC_Cell data = new DC_Cell(); data.posX = x; data.posY = y; data.sizeBoardX = sizeBoardX; data.sizeBoardY = sizeBoardY; data.sizePictX = pictBack.localScale.x; data.sizePictY = pictBack.localScale.y; data.sizeCellX = sizeCellX; data.sizeCellY = sizeCellY; cell.SetData(data); cell.draw.SetData(data); group.UpdateIndex(); groups.Add(group.index, group); cell.mesh.gameObject.SetActive(false); } } // generates texture with pieces of puzzle StartCoroutine(DrawingCells()); }
// set game data when loading windows void SetData(object[] args) { GameType game = (GameType)args [0]; labelTitle.text = game.title; // название // картинки foreach (Sprite image in game.images) { UIImageItem item = Lib.AddObject <UIImageItem>(prefImage, rootImages); item.SetData(image); } }
void BoardStartGame(object[] args) { // load game image = (Sprite)args [0]; // picture Lib.RemoveObjects(rootScene); // load the game from the content list Board board = Lib.AddObject <Board>(content.games [gameID].board, rootScene); board.SendMessage("SetData", SendMessageOptions.DontRequireReceiver); // load the game interface window UIRoot.CloseAll(); UIRoot.Load(WindowName.Win_Board); }