public void OnResetButton() { PauseMenu.SetActive(false); WinMenu.SetActive(false); state = confirm_state.RESET; ConfirmMenu.SetActive(true); }
public void OnNewBoardButton() { PauseMenu.SetActive(false); WinMenu.SetActive(false); state = confirm_state.NEWBOARD; ConfirmMenu.SetActive(true); }
public void OnMainMenuButton() { PauseMenu.SetActive(false); WinMenu.SetActive(false); state = confirm_state.GOMAINMENU; ConfirmMenu.SetActive(true); }
public void OnUnpause() { for (int i = 0; i < cells.Count; ++i) { cells[i].interactable = true; } PauseMenu.SetActive(false); WinMenu.SetActive(false); ConfirmMenu.SetActive(false); GameMenuButton.interactable = true; state = confirm_state.NONE; }
void Awake() { if (instance && instance != this) { Destroy(gameObject); } else { instance = this; state = confirm_state.NONE; var db = WordDatabase.Load(); if (db != null) { if (BoardGen.Instance == null) { if (RandomStart) { StartWith = (char)Random.Range('a', 'z' + 1); } var indices = db.GetRandomWordList(StartWith, TotalWords); if (indices == null) { Debug.LogError("NO WORDS STARTING WITH " + StartWith + " IN DATABASE!"); return; } List <Alphaword> awords = new List <Alphaword>(); for (int i = 0; i < indices.Count; ++i) { awords.Add(db[StartWith, indices[i]]); } board = LevelGenerator.Generate(awords); } else { board = BoardGen.Instance.Board; } var r = CellPrefab.GetComponent <GameCell>(); var rt = CellPrefab.transform as RectTransform; if (r == null || rt == null) { Debug.LogError("NO PROPER CELL PREFAB"); return; } float width = r.Width; float height = r.Height; Vector3 origin = new Vector3(BoardOrigin.position.x, BoardOrigin.position.y, 0); BoardBackground.sizeDelta = new Vector2(width * board.Width, height * board.Height); if (HintBox != null) { // paste hints onto hint box HintBox.text = board.Hints; } // build cells cells = new List <InputField>(); for (int j = 0; j < board.Height; ++j) { for (int i = 0; i < board.Width; ++i) { if (board[i, j] == Cell.Empty) { continue; } var curr_cell = Instantiate(CellPrefab); curr_cell.transform.position = origin; // put cells in the scroll view. curr_cell.transform.SetParent(BoardOrigin); curr_cell.GetComponent <GameCell>().Place(new Coordinates(i, j), board.FirstOf(i, j)); cells.Add(curr_cell.GetComponent <InputField>()); cells[cells.Count - 1].interactable = true; // place cell at correct position based on size of cell and board coords. (curr_cell.transform as RectTransform).localPosition = new Vector2((i + 1) * width, -(j + 1) * height); } } } } }