void Awake()
    {
        // INITIALIZE STATIC PROPERTIES
        CollisionMap = new bool[MAX_TILE_SIZE, MAX_TILE_SIZE];
        Food         = new Collection <Vector2Int>();
        Eggs         = new Dictionary <Vector2Int, int>();
        Walls        = new Collection <Vector2Int>();
        EnemySnakes  = new List <Snake>();
        Wobbles      = new Dictionary <Vector2Int, Wobble>();
        Score        = 0;

        ScoreTextObject = GameObject.Find("ScoreText");
        if (ScoreTextObject == null)
        {
            Debug.LogError("ScoreText object not found.");
        }

        GameAssets.Sound.SnekDance.Play();

        SetTileDimension(9f);

        PlayerSnake = new Snake(true, new Vector2Int(CENTER_TILE_INDEX, CENTER_TILE_INDEX), 0, 0);

        if (AIMODE)
        {
            AddEnemySnake(new Vector2Int(TileIndexMin, CENTER_TILE_INDEX), 1);
            AddEnemySnake(new Vector2Int(TileIndexMax, CENTER_TILE_INDEX), 1);
            AddEnemySnake(new Vector2Int(CENTER_TILE_INDEX, TileIndexMin), 1);
            AddEnemySnake(new Vector2Int(CENTER_TILE_INDEX, TileIndexMax), 1);
        }


        Inputs = new PlayerInputMap();
        Inputs.Enable();
        Inputs.Player.Move.performed += ctx => Movement = ctx.ReadValue <Vector2>();

        PlaceRandomFood();
        PlaceWall(new Vector2Int(49, 49));

        UpdateProgressBar();
    }
 private void OnEnable()
 {
     inputActions.Enable();
 }
Exemple #3
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 private void OnEnable()
 {
     _playerInput.Enable();
 }