// Collider2D[] results; // GameManager gameManager; // Start is called before the first frame update void Start() { board = GameObject.Find("BoardManager").GetComponent <BoardManagerV2>(); //results = new Collider2D[board.columns * board.rows]; gameManager = GameObject.Find("GameManager").GetComponent("GameManager") as GameManager; plop = GameObject.Find("AudioManager").GetComponent <AudioManager>(); }
void Start() { boardScript = GameObject.Find("BoardManager").GetComponent <BoardManagerV2>(); gates = new List <GameObject>(); playerImage = GameObject.Find("PlayerImage").GetComponent <PlayerImage>(); turnsLeft = GameObject.Find("Turns Left").GetComponent <TurnsLeftManager>(); mathManager = gameObject.GetComponent <BrokenPasta>(); InitGame(); }
void Start() // Method to test Debug.Log()s in unity // { board = GameObject.Find("BoardManager").GetComponent <BoardManagerV2>(); gameManager = GameObject.Find("GameManager").GetComponent("GameManager") as GameManager; //string[,] TestCircuit = { { "h", "t", "h", "i", "i", "i" }, { "i", "i", "i", "i", "i", "i" } }; // a test circuit //var EvaluatedMoments = EvaluateMoment(TestCircuit); // evaluate the moments in the circuit, return one equivalent moments multiplied together //var FinalState = CalcState(EvaluatedMoments); // multiply the state by the moments //qbitProbs(EvaluatedMoments); //Debug.Log(FinalState); // return the final state }
void Start() { board = GameObject.Find("BoardManager").GetComponent <BoardManagerV2>(); gameManager = GameObject.Find("GameManager").GetComponent("GameManager") as GameManager; //MathNet.Numerics.LinearAlgebra.Vector<Complex> u = MathNet.Numerics.LinearAlgebra.Vector<Complex>.Build.Random(10); /* Matrix<Complex32> A = DenseMatrix.OfArray(new Complex32[,] { * {new Complex32(4,5),new Complex32(1,2)}, * {new Complex32(4,5),new Complex32(1,2)} * }); * * * * Debug.Log((A)); * Debug.Log(A[0, 0].Real);*/ }