void InitTeris() { TerisItem I = new TerisItem("Images/I", "Prefabs/I", 1); TerisItem T = new TerisItem("Images/T", "Prefabs/T", 1); TerisItem J = new TerisItem("Images/J", "Prefabs/J", 1); TerisItem L = new TerisItem("Images/L", "Prefabs/L", 1); TerisItem O = new TerisItem("Images/O", "Prefabs/O", 1); TerisItem S = new TerisItem("Images/S", "Prefabs/S", 1); TerisItem Z = new TerisItem("Images/Z", "Prefabs/Z", 1); TerisItem Bomb = new TerisItem("Images/BOMB", "Prefabs/BOMB", 1); TerisItem C = new TerisItem("Images/C", "Prefabs/C", 3); TerisItem Y = new TerisItem("Images/Y", "Prefabs/Y", 3); items.Add(I); items.Add(T); items.Add(J); items.Add(L); items.Add(O); items.Add(S); items.Add(Z); items.Add(Bomb); items.Add(C); items.Add(Y); itemChances = new float[items.Count - 1]; for (int i = 0; i < items.Count - 1; i++) { itemChances[i] = items[i].Chance; } }
void RandomNextTeris() { next1 = items[RandomNumber(itemChances)]; next2 = items[RandomNumber(itemChances)]; //next1 = items[Random.Range(0, items.Count)]; //next2 = items[Random.Range(0, items.Count)]; UImanager.Instance.ShowNextTeris(next1, next2); }
void InitTeris() { TerisItem I = new TerisItem("Images/I", "Prefabs/I"); TerisItem T = new TerisItem("Images/T", "Prefabs/T"); TerisItem J = new TerisItem("Images/J", "Prefabs/J"); TerisItem L = new TerisItem("Images/L", "Prefabs/L"); TerisItem O = new TerisItem("Images/O", "Prefabs/O"); TerisItem S = new TerisItem("Images/S", "Prefabs/S"); TerisItem Z = new TerisItem("Images/Z", "Prefabs/Z"); TerisItem Bomb = new TerisItem("Images/BOMB", "Prefabs/BOMB"); items.Add(I); items.Add(T); items.Add(J); items.Add(L); items.Add(O); items.Add(S); items.Add(Z); items.Add(Bomb); }
public void ShowNextTeris(TerisItem item1, TerisItem item2) { next1_Img.sprite = Resources.Load <Sprite>(item1.imagePath); next2_Img.sprite = Resources.Load <Sprite>(item2.imagePath); }