Esempio n. 1
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 void Start()
 {
     _allTiles    = new BackgroundTile[width, height];
     allCircles   = new GameObject[width, height];
     _findMatches = FindObjectOfType <FindMatches>();
     AllTilesSetUp();
 }
Esempio n. 2
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 // Start is called before the first frame update
 void Start()
 {
     findMatches = FindObjectOfType <FindMatches>();
     allTiles    = new BackgroundTile[width, height];
     allDots     = new GameObject[width, height];
     SetUp(); // Calling the SetUp() method
 }
Esempio n. 3
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    // Start is called before the first frame update
    void Start()
    {
        allTiles  = new BackgroundTile[width, height];
        allShapes = new GameObject[width, height];

        Setup();
    }
Esempio n. 4
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    // Start is called before the first frame update
    void Start()
    {
        LocationPermission permission = new LocationPermission();

        permission.Start();

        earnedCoins    = 30;
        levelText.text = "coins: " + earnedCoins;

        width    = 7;
        height   = 7;
        allTiles = new BackgroundTile[width, height];
        allDots  = new GameObject[width, height];
        Setup(7, 7, 20, 6);

        //location = new LocationService();
        //location.Start();
        //city = LocationService.City;
        //clouds = int.Parse(LocationService.Clouds);

        if (remainingMoves == 1)
        {
            movesText.text = remainingMoves + " Zug übrig";
        }
        else
        {
            movesText.text = remainingMoves + " Züge übrig";
        }
        slider.maxValue = neededScore;
        slider.value    = 0;
    }
Esempio n. 5
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    private void Start()
    {
        alto  = nivelMatch.alto;
        ancho = nivelMatch.ancho;

        prefabsDic = new Dictionary <NivelMatch.TipoPrefab, GameObject>();

        //Se agrega al diccionario los tipos de los prefabs y sus
        //prefabs que contiene el nivel
        for (int i = 0; i < nivelMatch.prefabs.Length; i++)
        {
            if (!prefabsDic.ContainsKey(nivelMatch.prefabs[i].tipoPrefab))
            {
                prefabsDic.Add(nivelMatch.prefabs[i].tipoPrefab, nivelMatch.prefabs[i].prefab);
            }
        }

        encuentraMatches = FindObjectOfType <EncuentraMatches>();

        //
        tTiles   = new BackgroundTile[ancho, alto];
        tCelulas = new GameObject[ancho, alto];

        llenaTablero();
    }
Esempio n. 6
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 void Start()
 {
     findMatches = FindObjectOfType <MatchFinder>();
     tiles       = new BackgroundTile[width, hight];
     allGems     = new GameObject[width, hight];
     SetUp();
 }
Esempio n. 7
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 // Start is called before the first frame update
 void Start()
 {
     //전체 타일, 돌을 기록할 배열 크기 확보
     allTiles = new BackgroundTile[width, height];
     allDots  = new GameObject[width, height];
     SetUp();
 }
Esempio n. 8
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 // Start is called before the first frame update
 void Start()
 {
     findMatches = FindObjectOfType <FindMatches>();
     allTiles    = new BackgroundTile[largura, altura];
     allDots     = new GameObject[largura, altura];
     SetUp();
 }
Esempio n. 9
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 public void clearMap()
 {
     backgroundTileMap = new BackgroundTile[backgroundTileMap.GetLength(0), backgroundTileMap.GetLength(1)];
     tileMap           = new Tile[tileMap.GetLength(0), tileMap.GetLength(1)];
     mapParticles.Clear();
     mapEntities.Clear();
 }
Esempio n. 10
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 // Start is called before the first frame update
 void Start()
 {
     FindMatches = FindObjectOfType <UpgradedMatchFinder>();
     alltiles    = new BackgroundTile[width, height];
     allStones   = new GameObject[width, height];
     SetUp();
 }
Esempio n. 11
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 // Start is called before the first frame update
 void Start()
 {
     findMatches = FindObjectOfType <FindMatches>();
     allTiles    = new BackgroundTile[width, height];
     allDots     = new GameObject[width, height];
     Initialization();
 }
Esempio n. 12
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 void Start()
 {
     findMatches        = FindObjectOfType <FindMatches>();
     allBackgroundTiles = new BackgroundTile[width, height];
     allDotsOnBoard     = new GameObject[width, height];
     Setup();
 }
Esempio n. 13
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 // Start is called before the first frame update
 void Start()
 {
     matchFinder = FindObjectOfType <MatchFinder>();
     allTiles    = new BackgroundTile[width, height];
     allDots     = new Dot[width, height];
     SetUp();
 }
Esempio n. 14
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 void Start()
 {
     findMatches = FindObjectOfType <FindMatches>();
     allTiles    = new BackgroundTile[width, hight];
     allDots     = new GameObject[width, hight];
     SetUp();
 }
Esempio n. 15
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 // Use this for initialization
 void Start()
 {
     // My array contains width and height.
     allTiles      = new BackgroundTile[width, height];
     allCharacters = new GameObject[width, height];
     SetUp();
 }
Esempio n. 16
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    // Start is called before the first frame update
    void Start()
    {
        allTiles = new BackgroundTile[width, height];
        mixedDot = new List <GameObject>();

        allDots = new GameObject[width, height];
        Setup();
    }
Esempio n. 17
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 // Start is called before the first frame update
 void Start()
 {
     controller  = FindObjectOfType <GameController>();
     findMatches = FindObjectOfType <FindMatches>();
     allTiles    = new BackgroundTile[width, height];
     allDots     = new GameObject[width, height];
     SetUp();
 }
Esempio n. 18
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 // Start is called before the first frame update
 void Start()
 {
     scoreManager = FindObjectOfType <ScoreManager>();
     findMatches  = FindObjectOfType <FindMatches>();
     allTiles     = new BackgroundTile[width, height];
     allDots      = new GameObject[width, height];
     SetUp();
 }
Esempio n. 19
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 // Use this for initialization
 void Start()
 {
     //Console.Write("5");
     findMatches = FindObjectOfType <FindMatches>();
     allTiles    = new BackgroundTile[width, height];
     allDots     = new GameObject[width, height];
     SetUp();
 }
Esempio n. 20
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 void Start()
 {
     candyPos       = new GameObject[width, height];
     blankSpaces    = new bool[width, height];
     breakableTiles = new BackgroundTile[width, height];
     CreateBoard();
     CreateDict();
 }
    // Start is called before the first frame update



    void Start()
    {
        scoreManager = FindObjectOfType <ScoreManager>();
        findMatches  = FindObjectOfType <FindMatches>();
        allTiles     = new BackgroundTile[width, height];
        allGems      = new GameObject[width, height];
        setUp();
        currentState = GameState.pause;
    }
Esempio n. 22
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    // Start is called before the first frame update
    void Start()
    {
        score       = FindObjectOfType <ScoreText>();
        matchFinder = FindObjectOfType <MatchFinder>();
        allTiles    = new BackgroundTile[width, height];
        allDots     = new GameObject[width, height];

        setUp();
    }
Esempio n. 23
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    void Start()
    {
        width  = 5;
        height = 5;

        allTiles = new BackgroundTile[2, 2];
        allCards = new GameObject[2, 2];
        Setup();
    }
Esempio n. 24
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 // Start is called before the first frame update
 void Start()
 {
     //scoreManager = FindObjectOfType<ScoreManager>();
     mFindMatches   = FindObjectOfType <FindMatches>();
     blankSpaces    = new bool[width, height];
     dots           = new GameObject[width, height];
     breakableTiles = new BackgroundTile[width, height];
     SetUp();
 }
Esempio n. 25
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 // Use this for initialization
 void Start()
 {
     goalManager  = FindObjectOfType <GoalManager>();
     scoreManager = FindObjectOfType <ScoreManager>();
     soundManager = FindObjectOfType <SoundManager>();
     allTiles     = new BackgroundTile[width, height]; //size of the grid
     allDots      = new GameObject[width, height];
     SetUp();
     currentState = GameState.pause;
 }
Esempio n. 26
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 // Use this for initialization
 void Start()
 {
     findMatches  = FindObjectOfType <FindMatches>();
     soundManager = FindObjectOfType <SoundManager>();
     dust.Stop();
     dust.enableEmission = false;
     allTiles            = new BackgroundTile[width, height];
     allDots             = new GameObject[width, height];
     SetUp();
 }
 // Start is called before the first frame update
 void Start()
 {
     soundManager = FindObjectOfType <SoundManager>();
     findMatches  = FindObjectOfType <FindMatches>();
     UI           = FindObjectOfType <UIScript>();
     //Creating the width and height of board
     allTiles = new BackgroundTile[width, height];
     allCandy = new GameObject[width, height];
     //Setup();
 }
Esempio n. 28
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 void Start()
 {
     allSideTiles = new BackgroundTile[width, height];
     allSideDots  = new GameObject[3];
     //winDots = new GameObject[5, 5];
     uniqueNumbers = new List <int>();
     finishedList  = new List <int>();
     //WinDots();
     GenerateRandomList();
     SetUp();
 }
Esempio n. 29
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 // Use this for initialization
 void Start()
 {
     breakableTiles = new BackgroundTile[width, height];
     lockTiles      = new BackgroundTile[width, height];
     concreteTiles  = new BackgroundTile[width, height];
     reducer        = FindObjectOfType <Reducer>();
     blankSpaces    = new bool[width, height];
     allDots        = new GameObject[width, height];
     SetUp();
     currentState = GameState.pause;
 }
Esempio n. 30
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 // Use this for initialization
 public void Start()
 {
     goalManager    = FindObjectOfType <GoalManager>();
     soundManager   = FindObjectOfType <SoundManager>();
     scoreManager   = FindObjectOfType <ScoreManager>();
     breakableTiles = new BackgroundTile[width, height];
     findMatches    = FindObjectOfType <FindMatches>();
     blankSpaces    = new bool[width, height];
     allDots        = new GameObject[width, height];
     SetUp();
     currentState = GameState.pause;
 }
Esempio n. 31
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 private void CleanupTiles()
 {
     Tiles = new BackgroundTile[0,0];
     //			for (Int32 column = 0; column < Columns; column++)
     //			{
     //				for (Int32 row = 0; row < Rows; row++)
     //				{
     //					Tiles[column, row].Dispose();
     //					Tiles[column, row] = null;
     //				}
     //			}
 }
Esempio n. 32
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        private void InitializeTiles()
        {
            Tiles = new BackgroundTile[Columns, Rows];

            for (Int32 column = 0; column < Columns; column++)
                for (Int32 row = 0; row < Rows; row++)
                    InitializeTile(column, row);
        }