Esempio n. 1
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    // Use this for initialization
    void Start()
    {
        mdb = this.gameObject.GetComponent <MiniGameDefaultBehavior>();

        groupInitX = mainGroup.transform.position.x;
        groupInitY = mainGroup.transform.position.y;

        for (int i = 0; i < CupList.Count; i++)
        {
            GameObject temp        = CupList[i];
            int        randomIndex = Random.Range(i, CupList.Count);
            CupList[i]           = CupList[randomIndex];
            CupList[randomIndex] = temp;
        }

        for (int a = 0; a < CupList.Count; a++)
        {
            ChangeableItem temp = CupList[a].GetComponent <ChangeableItem>();
            temp.SendMDB(mdb);
            if (a < numBadCups)
            {
                temp.setBadState();
            }
        }
    }
Esempio n. 2
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    // Use this for initialization
    void Start()
    {
        mdb = this.gameObject.GetComponent <MiniGameDefaultBehavior>();

        EventManager.StartListening("MiniGameStarted", OnMiniGameStarted);


        for (int i = 0; i < CupList.Count; i++)
        {
            GameObject temp        = CupList[i];
            int        randomIndex = Random.Range(i, CupList.Count);
            CupList[i]           = CupList[randomIndex];
            CupList[randomIndex] = temp;
        }

        for (int a = 0; a < CupList.Count; a++)
        {
            ChangeableItem temp = CupList[a].GetComponent <ChangeableItem>();
            temp.SendMDB(mdb);
            if (a < numBadCups)
            {
                temp.setBadState();
            }
        }
    }
Esempio n. 3
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 // Use this for initialization
 void Start()
 {
     mdb = this.gameObject.GetComponent <MiniGameDefaultBehavior> ();
     mouthStep.SetActive(false);
     faucet  = faucetObject.GetComponent <SkeletonGraphic> ();
     handler = handlerObject.GetComponent <SkeletonGraphic> ();
 }
Esempio n. 4
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 // Use this for initialization
 void Start()
 {
     mdb          = this.gameObject.GetComponent <MiniGameDefaultBehavior> ();
     panGraph     = panObject.GetComponent <SkeletonGraphic> ();
     fillObject   = oilObjects [fillOBjectIndex];
     bottleObject = bottleObjects[fillOBjectIndex];
 }
Esempio n. 5
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    public void SkipIntro()
    {
        skipIntroButton.SetActive(false);

        MiniGameDefaultBehavior mdb = GameObject.FindObjectOfType <MiniGameDefaultBehavior>();

        mdb.EndedIntro();
    }
Esempio n. 6
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    // Use this for initialization
    void Start()
    {
        mdb           = this.gameObject.GetComponent <MiniGameDefaultBehavior>();
        numHolesToTap = numHolesLevel;
        int holeIndex = Random.Range(0, holes.Count);

        holes [holeIndex].SetActive(true);
    }
Esempio n. 7
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    // Use this for initialization
    void Start()
    {
        mdb = this.gameObject.GetComponent <MiniGameDefaultBehavior>();
        //flower1Skeleton = flower1.GetComponent<SkeletonGraphic>();
        //flower2Skeleton = flower2.GetComponent<SkeletonGraphic>();
        //flower3Skeleton = flower3.GetComponent<SkeletonGraphic>();
        potSkeleton = waterPot.GetComponent <SkeletonGraphic>();

        for (int i = 0; i < flowers.Count; i++)
        {
            flowerReadyStatus.Add(false);
            flowerWaterStatus.Add(0);
        }
    }
Esempio n. 8
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    // Use this for initialization
    void Start()
    {
        mdb            = this.gameObject.GetComponent <MiniGameDefaultBehavior>();
        faucetSkeleton = faucetObject.GetComponent <SkeletonGraphic>();

        string activeSink = sinkName + (numSinks + 1);

        faucetSkeleton.Skeleton.SetSkin(activeSink);

        initialRedutorPos = reducerObject.transform.position.y;
        tapSizeY          = (faucetObject.transform.position.y - initialRedutorPos) / 15;

        sinkX = sinkGroup.transform.position.x;
        sinkY = sinkGroup.transform.position.y;
    }
Esempio n. 9
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    // Use this for initialization
    void Start()
    {
        mdb            = GameObject.FindObjectOfType <MiniGameDefaultBehavior>();
        mdb.isTimeGame = false;

        enemySkeleton  = enemyObject.GetComponent <SkeletonGraphic>();
        playerSkeleton = playerObject.GetComponent <SkeletonGraphic>();

        p1Skeleton = point1.GetComponent <SkeletonGraphic>();
        p2Skeleton = point2.GetComponent <SkeletonGraphic>();
        p3Skeleton = point3.GetComponent <SkeletonGraphic>();
        p4Skeleton = point4.GetComponent <SkeletonGraphic>();
        p5Skeleton = point5.GetComponent <SkeletonGraphic>();

        EventManager.StartListening("MiniGameStarted", OnMiniGameStarted);
    }
Esempio n. 10
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    // Use this for initialization
    void Start()
    {
        mdb = this.gameObject.GetComponent <MiniGameDefaultBehavior> ();

        spongeInitialPos = sponge.transform.position;
    }
Esempio n. 11
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 // Use this for initialization
 void Start()
 {
     mdb   = this.gameObject.GetComponent <MiniGameDefaultBehavior>();
     speed = -1;
     EventManager.StartListening("MiniGameStarted", StartHoles);
 }
Esempio n. 12
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 // Use this for initialization
 void Start()
 {
     mdb = this.gameObject.GetComponent <MiniGameDefaultBehavior>();
 }
Esempio n. 13
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 public void SendMDB(MiniGameDefaultBehavior m)
 {
     mdb = m;
 }
Esempio n. 14
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 // Use this for initialization
 void Start()
 {
     mdb         = this.gameObject.GetComponent <MiniGameDefaultBehavior>();
     valveObject = valves[valveIndex];
 }
Esempio n. 15
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 // Use this for initialization
 void Start()
 {
     mdb   = this.gameObject.GetComponent <MiniGameDefaultBehavior>();
     cover = covers[boxIndex];
 }