private void spawnBoard() { if (BoardPrefab != null && BoardCamPrefab != null) { _board = Instantiate(BoardPrefab, transform); _boardCamera = Instantiate(BoardCamPrefab, transform); _board.Init(_boardCamera); } }
void Awake() { mainUI = FindObjectOfType <UIBoardGame>(); mainCam = FindObjectOfType <BoardCamera>(); players = FindObjectsOfType <BoardPlayer>(); NewTurn(); }
public static BoardCamera instance = null; //Static instance of GameManager which allows it to be accessed by any other script. void Awake() { Debug.Log("Awake BoardCamera"); //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(this); }
/// <summary> /// Init the specified width and height /// </summary> /// <param name="width">Width.</param> /// <param name="height">Height.</param> public void Init(BoardCamera cam) { GameEventManager.RegisterForEvent(GameEventType.GAME_WON, handleGameWon); GameEventManager.RegisterForEvent(GameEventType.SPEEDUP_UP, handleSpeedUpUp); GameEventManager.RegisterForEvent(GameEventType.SPEEDUP_DOWN, handleSpeedUpDown); GameEventManager.RegisterForEvent(GameEventType.NATURAL_SPEEDUP, handleNaturalSpeedUp); MatchFinder = new MatchFinder(); BoardCamera = cam; BoardCamera.Init(this); transform.localPosition = new Vector3(0, 0, 0); MinY = 0; MaxY = Height - 1; _queuedRows = 2; _tiles = new List <List <Tile> >(); createTiles(); _velocity = new Vector3(0, Speed, 0); _speedingUp = false; addRandomBlocks(); }
private void Awake() { _boardCamera = GetComponent<BoardCamera>(); }