// Use this for initialization
    void Start()
    {
        state = GameState.Instance;
        state.currentLevel = this;
        int numColumns = state.numColumns;
        int numRows    = state.numRows;

        int[] runeNums = new int[numColumns * numRows];
        for (int i = 0; i < numRows * numColumns; i++)
        {
            runeNums[i] = i % 26;
        }

        System.Random rnd        = new System.Random();
        var           randomNums = runeNums.OrderBy(r => rnd.Next())
                                   .ToArray();

        GameObject    hex;
        RuneBehaviour rune;
        int           index = 0;

        float xOffset = numColumns * 1.5f * dimension / 2f;
        float yOffset = numRows * 1f * ratio * dimension / 2f;

        for (int row = 0; row < numRows; row++)
        {
            for (int col = 0; col < numColumns; col++)
            {
                hex = GameObject.Instantiate(hexagon) as GameObject;
                hex.transform.parent     = transform;
                hex.transform.localScale = new Vector3(xScale, yScale, 1f);

                hex.transform.localPosition = new Vector3(
                    ((3f + colSpacing) * dimension * col + 1.5f * dimension * (row % 2)) * xScale - xOffset,
                    (row * (ratio * dimension + rowSpacing)) * yScale - yOffset, 0f);

                hex.transform.localRotation = Quaternion.identity;

                rune = hex.GetComponent <RuneBehaviour>();
                rune.SetSymbol(randomNums[index++]);
                runes.Add(rune);
            }
        }

        int numLetters = state.wordLength;

        foreach (Player player in state.players)
        {
            player.SetWord(WordGen.GetWord(numLetters));
        }

        Selector         = GameObject.FindObjectOfType <SelectorWithBolts>();
        PhysicsContainer = GameObject.Find("PhysicsContainer");


        EnableKinematics(true);
        for (int i = 0; i < 3; i++)
        {
            InputManager.Instance.PushActiveContext("CinematicEvent", i);
        }

        Icon1.gameObject.SetActive(false);
        Icon2.gameObject.SetActive(false);
        Icon3.gameObject.SetActive(false);
        IconGo.gameObject.SetActive(false);

        StartCoroutine(CountDown());
    }
	// Use this for initialization
	void Start()
    {
        state = GameState.Instance;
		state.currentLevel = this;
		int numColumns = state.numColumns;
		int numRows = state.numRows;

		int[] runeNums = new int[numColumns * numRows];
		for (int i = 0; i < numRows * numColumns; i++)
		{
			runeNums[i] = i % 26;
		}

		System.Random rnd = new System.Random();
		var randomNums = runeNums.OrderBy(r => rnd.Next())
								.ToArray();

		GameObject hex;
		RuneBehaviour rune;
		int index = 0;

		float xOffset = numColumns * 1.5f * dimension / 2f;
		float yOffset = numRows * 1f * ratio * dimension / 2f;

		for (int row = 0; row < numRows; row++)
		{
			for (int col = 0; col < numColumns; col++)
			{
				hex = GameObject.Instantiate(hexagon) as GameObject;
				hex.transform.parent = transform;
				hex.transform.localScale = new Vector3(xScale, yScale, 1f);

				hex.transform.localPosition = new Vector3(
						((3f+colSpacing) * dimension * col + 1.5f * dimension * (row % 2)) * xScale - xOffset,
						(row * (ratio * dimension + rowSpacing)) * yScale - yOffset, 0f);

				hex.transform.localRotation = Quaternion.identity;

				rune = hex.GetComponent<RuneBehaviour>();
				rune.SetSymbol(randomNums[index++]);
				runes.Add(rune);
			}
		}

		int numLetters = state.wordLength;
		foreach (Player player in state.players)
		{
			player.SetWord(WordGen.GetWord(numLetters));
		}

        Selector = GameObject.FindObjectOfType<SelectorWithBolts>();
        PhysicsContainer = GameObject.Find("PhysicsContainer");


        EnableKinematics(true);
        for (int i = 0; i < 3; i++)
        {
            InputManager.Instance.PushActiveContext("CinematicEvent", i);
        }

        Icon1.gameObject.SetActive(false);
        Icon2.gameObject.SetActive(false);
        Icon3.gameObject.SetActive(false);
        IconGo.gameObject.SetActive(false);

        StartCoroutine(CountDown());
	}
Exemple #3
0
    void Start()
    {
        selector = GameObject.FindObjectOfType <SelectorWithBolts>();

        particleSys = GetComponentInChildren <ParticleSystem>(); GameState.Instance.players[playerId].character = this;
    }
    void Start()
    {
        selector = GameObject.FindObjectOfType<SelectorWithBolts>();

particleSys = GetComponentInChildren<ParticleSystem>();GameState.Instance.players[playerId].character = this;    }