// Start is called before the first frame update void Start() { difficulty = GameManager.GetInstance().getGameDifficulty(); selectDifficulty(); patternPanel = FindObjectOfType <PatternPanelController>(); partiture = FindObjectOfType <PartitureController>(); fade = FindObjectOfType <FadeController>(); patternCreator = FindObjectOfType <PatternCreator>(); instrumentCreator(); for (int i = 0; i < numberOfPatterns; i++) { patronList.Add(patternCreator.patternCreatorCrystal(numberOfInstruments, patternDuration, instrumentsInScene)); } foreach (Instrument _instrument in patronList[0]) { Debug.Log(_instrument.instrument.ToString()); } setInstruments(); disableInstruments(); disableColliders(); //startGame(); }
// Start is called before the first frame update void Start() { panelCrystals = FindObjectOfType <PatternPanelController>(); difficulty = GameManager.GetInstance().getGameDifficulty(); messageInScreen = FindObjectOfType <ScreenMessage>().gameObject; patronCreator = GetComponent <PatronsScript>(); selectDifficulty(); crystalCreator(); for (int i = 0; i < numberOfPatterns; i++) { //patronList.Add(patronCreator.patternCreator(numberOfCrystals,patternDuration, colorsInScene)); patronList.Add(patronCreator.patternCreatorCrystal(numberOfCrystals, patternDuration, crystalInScene)); } /* foreach(Crystal crystal in patronList[0]) * { * Debug.Log(crystal.crystalColor.ToString()); * }*/ }