public override void handleInput(GameInputEvent inputevent, int configidx) { Debug.Log(inputevent); GameStateMove move = _mainGame.GetComponent <GameStateMove>(); move._curInputEvent = inputevent; move._moveConfig = configidx; _mainGame.GetComponent <MainGame>().changeStage(MainGame.GameStage.MOVE); }
void Awake() { _newBlcokDur = 0.5f; _creatTargetTime = Time.time + _newBlcokDur; _arrAllBlock = new List <GameObject>(); _arrSpriteIcon = new GameObject[GameConfig.GAMECOLUMN, GameConfig.GAMEROW]; _curGameStage = GameStage.NOR; _norGameState = gameObject.AddComponent <GameStateNor>(); _moveGameState = gameObject.AddComponent <GameStateMove>(); _speedValue = GameConfig.SPEED_DOWN; _protectInputTime = 0.0f; _blockSize = new Vector2(GameConfig.TROZEI_SIZE, GameConfig.TROZEI_SIZE); GetComponent <Camera>().orthographicSize = 320 / GetComponent <Camera>().aspect; Debug.Log("size:" + GetComponent <Camera>().orthographicSize); GetComponent <Camera>().transform.position = new Vector3(320, GetComponent <Camera>().orthographicSize, -10); //GetComponent<Camera>(). Debug.Log("awark:" + _arrWidth); _arrNeedDelList = new List <WaitingForDelStruct>(); }