void Awake() { instance = this; thisObject = this.transform.gameObject; this._count = 0; //this._totalBlocks = this._row * this._col; //this._blocksPerPage = (this._row * this._col) / 2; this._blocksPerPage = this._row * this._col; this._totalBlocks = MazeInfo.MaxMazeLength; this.totalPages = this._totalBlocks / this._blocksPerPage; this.currentPage = 0; this._aLevelBlocks = new GameObject[this._totalBlocks]; this._levelBlocks = new List<GameObject>(); }
void Awake() { instance = this; thisObject = this.transform.gameObject; this._count = 0; //this._totalBlocks = this._row * this._col; //this._blocksPerPage = (this._row * this._col) / 2; this._blocksPerPage = this._row * this._col; this._totalBlocks = MazeInfo.MaxMazeLength; this.totalPages = this._totalBlocks / this._blocksPerPage; this.currentPage = 0; this._aLevelBlocks = new GameObject[this._totalBlocks]; this._levelBlocks = new List <GameObject>(); }