public void initialize(GameObject cellPrefab, WorldData data) { _game = gameObject.GetComponent <MainProxy>(); _board = gameObject.AddComponent <BoardContainer>(); _board.createBoard(cellPrefab, data.sizeX, data.sizeY); _data = data; _drag = new BoardMouseControl(); _drag.initialize(_game.myId, Camera.main, _board, deployDebugConfig); _cellPrefab = cellPrefab; }
private Point BoardLeftEdgeLocation() { return(BoardContainer.TransformToAncestor(App.Current.MainWindow).Transform(new Point(0, 0))); }
private void CreateNewBoard() { const float size = 3f; board = new Board[3, 3]; for (int i = 0; i < board.GetLength(0); i++) { for (int j = 0; j < board.GetLength(1); j++) { if(depth == 1) { board[i, j] = new Board(Mathf.RoundToInt(position.x + i * size), Mathf.RoundToInt(position.y + j * size)); } else { board[i, j] = new BoardContainer(Mathf.RoundToInt(position.x + i * size * 3), Mathf.RoundToInt(position.y + j * size * 3), depth - 1); } } } //finally, create the lines that are supposed to go with this GameObject linesToClone = null; Vector3 linesPosition = Vector3.zero; //Offset given to the position determined by which lines you are cloning switch(depth) { case 1: linesToClone = TTTPrefabContainer.mediumBoard; linesPosition = new Vector3(position.x + 4f, 0, position.y + 4f); break; case 2: linesToClone = TTTPrefabContainer.largeBoard; linesPosition = new Vector3(position.x + 13f, 0, position.y + 13f); break; default: Debug.LogErrorFormat("Depth set to an invalid number: {0}", depth); linesToClone = TTTPrefabContainer.largeBoard; break; } lines = GameObject.Instantiate(linesToClone, linesPosition, Quaternion.identity) as GameObject; lines.transform.parent = TTTPrefabContainer.tttParentObject.transform; }
void Awake() { AssignPrefabs(); parentBoard = new BoardContainer(0, 0, desiredDepth); }