// Start is called before the first frame update void Start() { gateArray = new string[qubitNumber * circuitDepth]; gateObjectArray = new GameObject[qubitNumber * circuitDepth]; circuitGridClientScript = GameObject.Find("CircuitGrid").GetComponent <CircuitGridClient>(); measureWallScript = GameObject.Find("BottomMeasurementWall").GetComponent <MeasureWalls>(); ResetCircuit(); for (int i = 0; i < qubitNumber; i++) { for (int j = 0; j < circuitDepth; j++) { int index = i * circuitDepth + j; gateArray[index] = "I"; //gateObjectArray[index] = (GameObject)Instantiate(emptyGate, new Vector2((xOffset + i * columnHeight)+spacer, yOffset + -j * rowHeight), // Quaternion.identity); //NOTE: this placement is for the large arcade screen, if the screen changes size, this will probably have to be updated gateObjectArray[index] = (GameObject)Instantiate(emptyGate, new Vector2((xOffset + i * columnHeight) + spacer, -64), Quaternion.identity); gateObjectArray[index].name = "gate[" + i + "][" + j + "]"; } spacer += 6; } selectedGate = GameObject.Find("gate[0][0]"); cursor = GameObject.Find("Cursor"); int numberOfState = (int)Math.Pow(2, qubitNumber); paddleArray = new GameObject[numberOfState]; for (int i = 0; i < numberOfState; i++) { Vector3 paddlePosition = Camera.main.ScreenToWorldPoint(new Vector3((i + 0.5f) * Screen.width / numberOfState, Screen.height * 0.18f, 0)); paddlePosition.z = 0f; paddleArray[i] = (GameObject)Instantiate(paddle, paddlePosition, Quaternion.identity); paddleArray[i].name = "paddle1[" + i + "]"; } }
// Start is called before the first frame update void Start() { // set screen resolution to mini-arcade Screen.SetResolution(900, 1440, true); var width = Camera.main.orthographicSize * 8.0f * Screen.width / Screen.height; // Width of the screen transform.localScale = new Vector2(width / 5.0f, width); gateArray = new string[qubitNumber * circuitDepth]; gateObjectArray = new GameObject[qubitNumber * circuitDepth]; circuitGridClientScript = GameObject.Find("CircuitGrid").GetComponent <CircuitGridClient>(); measureWallScript = GameObject.Find("BottomMeasurementWall").GetComponent <MeasureWalls>(); ResetCircuit(); for (int i = 0; i < qubitNumber; i++) { for (int j = 0; j < circuitDepth; j++) { int index = i * circuitDepth + j; gateArray[index] = "I"; gateObjectArray[index] = (GameObject)Instantiate(emptyGate, new Vector2(Screen.width * (xOffset - i * columnHeight), -64), Quaternion.identity); gateObjectArray[index].name = "gate[" + i + "][" + j + "]"; } } selectedGate = GameObject.Find("gate[0][0]"); cursor = GameObject.Find("Cursor"); int numberOfState = (int)Math.Pow(2, qubitNumber); paddleArray = new GameObject[numberOfState]; for (int i = 0; i < numberOfState; i++) { Vector3 paddlePosition = Camera.main.ScreenToWorldPoint(new Vector3((i + 0.5f) * Screen.width / numberOfState, Screen.height * 0.18f, 0)); paddlePosition.z = 0f; paddleArray[i] = (GameObject)Instantiate(paddle, paddlePosition, Quaternion.identity); // set paddle width to 1/8 of screen width paddleArray[i].transform.localScale = new Vector2(width / 8.0f, width / 40.0f); paddleArray[i].name = "paddle1[" + i + "]"; } }
void Start() { rb2d = GameObject.Find("Ball").GetComponent <Rigidbody2D>(); circuitGridClientScript = GameObject.Find("CircuitGrid").GetComponent <CircuitGridClient>(); }