// 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()); }
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; }