private void Awake() { // Get GameConfig reference via container. _gameConfig = Globals.Instance.GetData <GameConfigData>(); _transform = transform; }
private void Awake() { // Get GameConfigData reference via container. _gameConfig = Globals.Instance.GetData <GameConfigData>(); // Get RelativeCoordinates reference via container. _relativeCoordinates = Globals.Instance.GetDependency <RelativeCoordinates>(); // Required component. _roadSegment = GetComponent <RoadSegment>(); // Get Transform reference. _transform = transform; _renderer = GetComponentInChildren <MeshRenderer>(); // Clone material. Material originMaterial = _renderer.sharedMaterial; _material = Instantiate(originMaterial); _renderer.sharedMaterial = _material; _material.SetFloat("_PositionZ", _transform.position.z); _material.SetFloat("_Progress", 0); }
private void Awake() { // Get GameConfigData reference via container. _gameConfig = Globals.Instance.GetData <GameConfigData>(); // Required component. _playerCharacter = GetComponent <PlayerCharacter>(); }
private void Awake() { // Get GameConfig reference via container. _gameConfig = Globals.Instance.GetData <GameConfigData>(); // Required component. _grid = GetComponent <Grid>(); }
private void Awake() { // Get GameConfig reference via container. _gameConfig = Globals.Instance.GetData <GameConfigData>(); // Create generator instance. _generator = new GridGenerator(_gameConfig); }
private void Awake() { // Get GameConfig reference via container. _gameConfig = Globals.Instance.GetData <GameConfigData>(); // Get RelativeCoordinates reference via container. _relativeCoordinates = Globals.Instance.GetDependency <RelativeCoordinates>(); _transform = transform; // Required component. _grid = GetComponent <Grid>(); InitializeRows(); }
public GridGenerator(GameConfigData config) { // Get GameConfig referece from parent object. _gameConfig = config; // Init lead arrays. _lead = new int[_gameConfig.GridSettings.LeadLinesCount]; _lastLead = new int[_gameConfig.GridSettings.LeadLinesCount]; // Set lead index is center. for (int i = 0; i < _gameConfig.GridSettings.LeadLinesCount; i++) { _lead[i] = _gameConfig.GridSettings.TotalLinesCount / 2; _lastLead[i] = _lead[i]; } }
protected virtual void Awake() { // Get GameConfigData reference via container. _gameConfig = Globals.Instance.GetData <GameConfigData>(); }