void Start() { _allTiles = new BackgroundTile[width, height]; allCircles = new GameObject[width, height]; _findMatches = FindObjectOfType <FindMatches>(); AllTilesSetUp(); }
// 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 }
// Start is called before the first frame update void Start() { allTiles = new BackgroundTile[width, height]; allShapes = new GameObject[width, height]; Setup(); }
// 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; }
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(); }
void Start() { findMatches = FindObjectOfType <MatchFinder>(); tiles = new BackgroundTile[width, hight]; allGems = new GameObject[width, hight]; SetUp(); }
// 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(); }
// Start is called before the first frame update void Start() { findMatches = FindObjectOfType <FindMatches>(); allTiles = new BackgroundTile[largura, altura]; allDots = new GameObject[largura, altura]; SetUp(); }
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(); }
// Start is called before the first frame update void Start() { FindMatches = FindObjectOfType <UpgradedMatchFinder>(); alltiles = new BackgroundTile[width, height]; allStones = new GameObject[width, height]; SetUp(); }
// Start is called before the first frame update void Start() { findMatches = FindObjectOfType <FindMatches>(); allTiles = new BackgroundTile[width, height]; allDots = new GameObject[width, height]; Initialization(); }
void Start() { findMatches = FindObjectOfType <FindMatches>(); allBackgroundTiles = new BackgroundTile[width, height]; allDotsOnBoard = new GameObject[width, height]; Setup(); }
// Start is called before the first frame update void Start() { matchFinder = FindObjectOfType <MatchFinder>(); allTiles = new BackgroundTile[width, height]; allDots = new Dot[width, height]; SetUp(); }
void Start() { findMatches = FindObjectOfType <FindMatches>(); allTiles = new BackgroundTile[width, hight]; allDots = new GameObject[width, hight]; SetUp(); }
// Use this for initialization void Start() { // My array contains width and height. allTiles = new BackgroundTile[width, height]; allCharacters = new GameObject[width, height]; SetUp(); }
// 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(); }
// 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(); }
// 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(); }
// Use this for initialization void Start() { //Console.Write("5"); findMatches = FindObjectOfType <FindMatches>(); allTiles = new BackgroundTile[width, height]; allDots = new GameObject[width, height]; SetUp(); }
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; }
// 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(); }
void Start() { width = 5; height = 5; allTiles = new BackgroundTile[2, 2]; allCards = new GameObject[2, 2]; Setup(); }
// 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(); }
// 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; }
// 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(); }
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(); }
// 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; }
// 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; }
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; // } // } }
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); }