// Start is called before the first frame update void Start() { simonMode = GameObject.Find("TileManager").GetComponent <SimonManager>(); instanceOfB = GameObject.Find("TileManager").GetComponent <TileManager>(); generalMang = GameObject.Find("TileManager").GetComponent <generalManager>(); instanceOfC = GameObject.Find("Player").GetComponent <scirp>(); }
void Awake() { simon = RootManager.instance.simonManager; keycodes = simon.keycodes; simon.nextRoundCallback += NextRound; simon.newGameCallback += NewGame; }
private void Awake() { simon = RootManager.instance.simonManager; simon.newGameCallback += NewGame; scoreManager = RootManager.instance.scoreManager; playAgainUI.SetActive(false); playUI.SetActive(true); }
void Awake() { simon = RootManager.instance.simonManager; gameObject.tag = Tag.CLICKABLE; lightObject.SetActive(false); }
// Start is called before the first frame update void Awake() { mode.Add("dirZpositiva", new tileManagerMode("dirZpositiva", new Vector3(0, -9.8f, 0), Vector3.zero, Vector3.forward, Vector3.left, Vector3.up, new Vector3(0, 5, -12))); mode.Add("dirYpositiva", new tileManagerMode("dirYpositiva", new Vector3(0, 0, 9.8f), new Vector3(-90, 0, 0), Vector3.up, Vector3.left, Vector3.back, new Vector3(0, -12, -5))); mode.Add("dirZnegativa", new tileManagerMode("dirZnegativa", new Vector3(0, 9.8f, 0), new Vector3(180, 0, 0), Vector3.back, Vector3.left, Vector3.down, new Vector3(0, -5, 12))); mode.Add("dirYnegativa", new tileManagerMode("dirYnegativa", new Vector3(0, 0, -9.8f), new Vector3(90, 0, 0), Vector3.down, Vector3.left, Vector3.forward, new Vector3(0, 12, 5))); mode.Add("Zpositiva1", new tileManagerMode("Zpositiva1", new Vector3(-9.8f, 0, 0), new Vector3(0, 0, -90), Vector3.forward, Vector3.up, Vector3.right, new Vector3(5, 0, -12))); mode.Add("Zpositiva2", new tileManagerMode("Zpositiva2", new Vector3(0, 9.8f, 0), new Vector3(0, 0, -180), Vector3.forward, Vector3.right, Vector3.down, new Vector3(0, -5, -12))); mode.Add("Zpositiva3", new tileManagerMode("Zpositiva3", new Vector3(9.8f, 0, 0), new Vector3(0, 0, -270), Vector3.forward, Vector3.down, Vector3.left, new Vector3(-5, 0, -12))); mode.Add("Ypositiva1", new tileManagerMode("Ypositiva1", new Vector3(-9.8f, 0, 0), new Vector3(-90, 0, -90), Vector3.up, Vector3.back, Vector3.right, new Vector3(5, -12, 0))); mode.Add("Ypositiva2", new tileManagerMode("Ypositiva2", new Vector3(0, 0, -9.8f), new Vector3(-90, 0, -180), Vector3.up, Vector3.right, Vector3.forward, new Vector3(0, -12, 5))); mode.Add("Ypositiva3", new tileManagerMode("Ypositiva3", new Vector3(9.8f, 0, 0), new Vector3(-90, 0, -270), Vector3.up, Vector3.forward, Vector3.left, new Vector3(-5, -12, 0))); mode.Add("Znegativa1", new tileManagerMode("Znegativa1", new Vector3(-9.8f, 0, 0), new Vector3(-270, 0, -90), Vector3.down, Vector3.forward, Vector3.right, new Vector3(5, 12, 0))); mode.Add("Znegativa2", new tileManagerMode("Znegativa2", new Vector3(0, 0, 9.8f), new Vector3(-180, -90, -270), Vector3.right, Vector3.up, Vector3.back, new Vector3(-12, 0, -5))); mode.Add("Znegativa3", new tileManagerMode("Znegativa3", new Vector3(0, 9.8f, 0), new Vector3(-180, -90, 0), Vector3.right, Vector3.back, Vector3.down, new Vector3(-12, -5, 0))); mode.Add("Ynegativa1", new tileManagerMode("Ynegativa1", new Vector3(-9.8f, 0, 0), new Vector3(-270, 0, -90), Vector3.down, Vector3.forward, Vector3.right, new Vector3(5, 12, 0))); mode.Add("Ynegativa2", new tileManagerMode("Ynegativa2", new Vector3(0, 0, 9.8f), new Vector3(-270, -90, 90), Vector3.down, Vector3.right, Vector3.back, new Vector3(0, 12, -5))); mode.Add("Ynegativa3", new tileManagerMode("Ynegativa3", new Vector3(9.8f, 0, 0), new Vector3(-270, -90, 0), Vector3.down, Vector3.back, Vector3.left, new Vector3(-5, 12, 0))); // Definimos a posteriori las dependencias entre modos de juego // De +z pasamos a +y // De +y pasamos a -z // De -z pasamos a -y // De -y pasamos a +z // En cada uno el Attach de la izquierda nos lleva a la izquierda de cada dirección mode["dirZpositiva"].setCollindantModes(mode["Zpositiva1"]); mode["dirZpositiva"].setCollindantModes(mode["dirYpositiva"]); mode["dirYpositiva"].setCollindantModes(mode["Ypositiva1"]); mode["dirYpositiva"].setCollindantModes(mode["dirZnegativa"]); mode["dirZnegativa"].setCollindantModes(mode["Znegativa1"]); mode["dirZnegativa"].setCollindantModes(mode["dirYnegativa"]); mode["dirYnegativa"].setCollindantModes(mode["Ynegativa1"]); mode["dirYnegativa"].setCollindantModes(mode["dirZpositiva"]); // Correlación entre z positivas mode["Zpositiva1"].setCollindantModes(mode["Zpositiva2"]); // bien mode["Zpositiva1"].setCollindantModes(mode["dirYpositiva"]); // bien mode["Zpositiva2"].setCollindantModes(mode["Zpositiva3"]); // bien //mode["Zpositiva2"].setCollindantModes(mode["dirYnegativa"]); // mal mode["Zpositiva3"].setCollindantModes(mode["dirZpositiva"]); // bien mode["Zpositiva3"].setCollindantModes(mode["dirYpositiva"]); // bien // Correlación entre y positivas mode["Ypositiva1"].setCollindantModes(mode["Ypositiva2"]); // bien mode["Ypositiva1"].setCollindantModes(mode["dirZnegativa"]); // bien mode["Ypositiva2"].setCollindantModes(mode["Ypositiva3"]); // bien //mode["Ypositiva2"].setCollindantModes(mode["dirZnegativa"]); // mal mode["Ypositiva3"].setCollindantModes(mode["dirYpositiva"]); // bien mode["Ypositiva3"].setCollindantModes(mode["dirZnegativa"]); // bien // Correlación entre z negativas mode["Znegativa1"].setCollindantModes(mode["Znegativa2"]); // bien mode["Znegativa1"].setCollindantModes(mode["dirZpositiva"]); // bien mode["Znegativa2"].setCollindantModes(mode["Znegativa3"]); // bien //mode["Znegativa2"].setCollindantModes(mode["dirYpositiva"]); // mal mode["Znegativa3"].setCollindantModes(mode["dirYnegativa"]); // bien //mode["Znegativa3"].setCollindantModes(mode["dirYpositiva"]); // bien // Correlación entre y negativas mode["Ynegativa1"].setCollindantModes(mode["Ynegativa2"]); // bien mode["Ynegativa1"].setCollindantModes(mode["dirZpositiva"]); // bien mode["Ynegativa2"].setCollindantModes(mode["Ynegativa3"]); // bien //mode["Ynegativa2"].setCollindantModes(mode["dirYnegativa"]); // mal mode["Ynegativa3"].setCollindantModes(mode["dirYnegativa"]); // bien mode["Ynegativa3"].setCollindantModes(mode["dirZpositiva"]); // bien tileManager = gameObject.GetComponent <TileManager>(); simonManager = gameObject.GetComponent <SimonManager>(); }
void Start() { simon = RootManager.instance.simonManager; simon.nextRoundCallback += NextRound; simon.newGameCallback += NewGame; }
void Start() { simon = RootManager.instance.simonManager; keycodes = simon.keycodes; }