void Awake() { _instance = this; gameLogic = FindObjectOfType <RegularityAlphaGameLogic>(); audioPos = Camera.main.transform.position; ui = FindObjectOfType <UIRegGuide>(); m_ElementList = new List <PilesAlphaElement>(); m_PlayerAnim = gameLogic.m_ObjPlayer.GetComponent <Animator>(); m_Grid = gameLogic.m_ObjElementRoot.GetComponent <SimpleUIGrid>(); }
public void Initialize() { m_ElementList = new List <PilesAlphaElement>(); m_GameSettingConfig = ConfigManager.Instance.GetRegularityGameSetting(); m_DiffMgr = new RegularityGameDifficultyManager(); m_PlayerAnim = m_ObjPlayer.GetComponent <Animator>(); m_Grid = m_ObjElementRoot.GetComponent <SimpleUIGrid>(); ReloadScene(); m_iLeftRedFlower = 3; m_iLeftWinCount = m_GameSettingConfig.PlayCountLimit; m_UIWindow.SetLeftCount(m_GameSettingConfig.PlayCountLimit); m_UIWindow.SetLeftTime(m_GameSettingConfig.PlayTime); m_UIWindow.SetLeftFlower(m_iLeftRedFlower); }
private void ReLoadScene() { if (!m_bIsResetByUI) { m_CurrentConfig = m_DiffMgr.GetDifficulty(); } m_bIsResetByUI = false; m_ElementList = new List <PilesElement>(); for (int i = 0; i < m_CurrentConfig.OptionList.Count; ++i) { string name = m_CurrentConfig.OptionList[i].Name; GameObject elem = GameObject.Instantiate(m_ElementTemplate); elem.name = i.ToString(); MeshRenderer renderer = ComponentTool.FindChildComponent <MeshRenderer>("Option", elem); Material elemMaterial = new Material(ResourceManager.Instance.LoadBuildInResource <Material>("Piles/PilesMaterial", AssetType.Materials)); if (m_CurrentConfig.OptionList[i].IsVisable) { elemMaterial.mainTexture = ResourceManager.Instance.LoadBuildInResource <Texture2D>(name, AssetType.Texture); } else { elemMaterial.mainTexture = ResourceManager.Instance.LoadBuildInResource <Texture2D>(m_strEmptyTextureName, AssetType.Texture); } renderer.material = elemMaterial; elem.SetActive(true); m_ElementList.Add(new PilesElement(renderer.gameObject, elem, name, elemMaterial, m_CurrentConfig.OptionList[i].IsVisable)); ComponentTool.Attach(m_ObjRoot.transform, elem.transform); } m_Grid = m_ObjRoot.GetComponent <RegularityGame.SimpleUIGrid>(); m_Grid.Reposition(); FixPosition(); m_bIsInit = true; }