Esempio n. 1
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 new void Start()
 {
     Signals.AddListeners(OnSignal, new List <ESignalType> {
         ESignalType.PieceSelected
     });
     base.Start();
 }
Esempio n. 2
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 new void Start()
 {
     base.Start();
     Signals.AddListeners(OnPlayerChange, new List <ESignalType>()
     {
         ESignalType.PlayerWin
     });
 }
Esempio n. 3
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 new void Start()
 {
     base.Start();
     Signals.AddListeners(OnBoardSelect, new List <ESignalType>()
     {
         ESignalType.GameStart, ESignalType.SelectBoard, ESignalType.PlayerWin
     });
 }
Esempio n. 4
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    // Use this for initialization
    new void Start()
    {
        base.Start();

        Signals.AddListeners(OnBoardSelect, new List <ESignalType>()
        {
            ESignalType.StartPuzzle
        });
    }
Esempio n. 5
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    // Use this for initialization
    void Start()
    {
        cam = GetComponent <Camera>();

        Signals.AddListeners(OnCamPosition, new List <ESignalType>()
        {
            ESignalType.CamPosition
        });
    }
Esempio n. 6
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    protected new void Start()
    {
        base.Start();

        if (Progression.Puzzles[levelIndex].Unlocked)
        {
            State = UIStates.State.Active;
        }
        else
        {
            State = UIStates.State.Disabled;
        }

        Signals.AddListeners(OnSignalOne, new List <ESignalType>()
        {
            ESignalType.PuzzleComplete
        });
    }
Esempio n. 7
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    public static void Init(Animator animator)
    {
        PvPGamePrefab = Resources.Load <Game>("Prefabs/Games/PvP/PvPGame");

        List <Game> PuzzlePrefabs = new List <Game>(Resources.LoadAll <Game>("Prefabs/Games/Puzzle"));

        PuzzlePrefabs.Sort(delegate(Game a, Game b)
        {
            return(a.order.CompareTo(b.order));
        });

        Puzzles             = PuzzlePrefabs;
        Puzzles[0].Unlocked = true;

        Signals.AddListeners(OnSignal, new List <ESignalType>()
        {
            ESignalType.PuzzleComplete
        });
    }
 protected void AddListenersTwo(List <ESignalType> signalTypes)
 {
     SignalTypesTwo = signalTypes;
     Signals.AddListeners(OnSignalTwo, signalTypes);
 }
 protected void AddListenersOne(List <ESignalType> signalTypes)
 {
     SignalTypesOne = signalTypes;
     Signals.AddListeners(OnSignalOne, signalTypes);
 }
 protected void AddListeners(List <ESignalType> signalTypes)
 {
     SignalTypes = signalTypes;
     Signals.AddListeners(OnSignal, signalTypes);
 }
Esempio n. 11
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 void Start()
 {
     UISignals = gameObject.GetComponent<Signals>();
     UISignals.AddListeners(OnSignal, new List<Signal>() {
         Signal.PuzzleComplete });
 }
Esempio n. 12
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    void Start()
    {
        Layout.defaultLayout = new Layout(Layout.pointy, new Point(layoutSize, layoutSize), new Point(0, 0));

        Signals = FindObjectOfType<Signals>();
        UIState = FindObjectOfType<UIStates>();

        Signals.AddListeners(OnUISignal, new List<Signal>() {
            Signal.RotateCCW,
            Signal.RotateUndo,
            Signal.RotateCW,
            Signal.EndTurn});

        players = new List<Player>();
        for (int i = 0; i < numPlayers; i++)
        {
            Player p = new Player();
            players.Add(p);
            p.Name = "Player" + i;
        }

        StartGame();
    }