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(); }
private void OnEnable() { _playerInput.Enable(); }