public void SpawnTutorialSet(int stage) { for (int i = 1; i < AssemblyLineItem.SPRITE_COUNT; i++) { GameObject item = GameObjectUtils.AddChild(itemParent, itemPrefab); item.transform.position = GetPosition(index: i, indexOffset: -1); //StartPosition.position + (i - 1) * new Vector3(distanceBetween, 0); AssemblyLineItem newItemScript = item.GetComponent <AssemblyLineItem>(); newItemScript.Init(i - 1, stage, i); itemQueue.Enqueue(newItemScript); newItemScript.CompareVisible(visibleCount, false); } }
public void ShiftAndAddNewItem() { MoveUpLine(); // Add new item GameObject item = GameObjectUtils.AddChild(itemParent, itemPrefab); int newItemIndex = itemQueue.Count; item.transform.position = GetPosition(index: newItemIndex); //StartPosition.position + newItemIndex * new Vector3(distanceBetween, 0); AssemblyLineItem newItemScript = item.GetComponent <AssemblyLineItem>(); newItemScript.Init(newItemIndex); itemQueue.Enqueue(newItemScript); newItemScript.CompareVisible(visibleCount, true); }
public void PopulateQueue(bool compare = false, int count = -1, int indexOffset = 0) { UpdateVisibleCount(); int toSpawn = (count == -1) ? startingCount + 1 : count; for (int i = 0; i < toSpawn; i++) { GameObject item = GameObjectUtils.AddChild(itemParent, itemPrefab); item.transform.position = GetPosition(index: i, indexOffset: indexOffset); AssemblyLineItem itemScript = item.GetComponent <AssemblyLineItem>(); itemScript.Init((i + indexOffset)); itemQueue.Enqueue(itemScript); itemScript.CompareVisible(visibleCount, compare); } }
protected override void _StartMicro(int difficulty, bool randomize) { assemblyItem.Init(0); complete = false; canvasParent.sortingLayerName = "uGUI"; }