private void Start()//Zet kaarten op spel { Field = GameObject.Find("PictureCase").GetComponent <PictureState>(); Scene currentScene = SceneManager.GetActiveScene(); string sceneName = currentScene.name; Vector3 startPos = originalCard.transform.position; int[] numbers = { 0, 0, 1, 1, 2, 2, 3, 3 }; if (sceneName == "Level1") { numbers = new int[] { 0, 0, 1, 1, 2, 2, 3, 3 }; gridRows = 4; gridCols = 2; offsetX = 6f; offsetY = 2.2f; } else if (sceneName == "Level2") { numbers = new int[] { 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 }; gridRows = 4; gridCols = 3; offsetX = 5f; offsetY = 2f; } else if (sceneName == "Level3") { numbers = new int[] { 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7 }; gridRows = 4; gridCols = 4; offsetX = 3.5f; offsetY = 2f; } numbers = ShuffleArray(numbers); for (int i = 0; i < gridCols; i++) { for (int j = 0; j < gridRows; j++) { MainCard card; if (i == 0 && j == 0) { card = originalCard; } else { card = Instantiate(originalCard) as MainCard; } int index = j * gridCols + i; int id = numbers[index]; Sprite[] images = Changepictures(); card.ChangeSprite(id, images[id]); float postX = (offsetX * i) + startPos.x; float postY = (offsetY * j) + startPos.y; card.transform.position = new Vector3(postX, postY, startPos.z); } } }
/// <summary>Constructor</summary> /// <param name="taken">Picture state</param> internal PictureStateChangedEventArgs(PictureState state) { this.PictureState = state; }
private static extern int HasTakenPictureNative(int handle, out PictureState taken);