private void initializeGrid() { filledCellColor = colorScheme.randomCellColor; planeBorders.material.DOColor(colorScheme.randomBorderColor, .1f); Color randomEmptyCellColor = colorScheme.randomBottomCellColor; Array.ForEach(FindObjectsOfType <EmptyCell>(), cell => cell.setColor(randomEmptyCellColor)); grid.spawnGridCells(defaultCellPrefab); // randomize bombs count if (gameController.gameSettings.currentSavedLevel < 3) { bombsCount = UnityEngine.Random.Range(0, 2); } else if (gameController.gameSettings.currentSavedLevel >= 3 && gameController.gameSettings.currentSavedLevel < 10) { bombsCount = UnityEngine.Random.Range(2, 4); } else if (gameController.gameSettings.currentSavedLevel >= 10 && gameController.gameSettings.currentSavedLevel < 16) { bombsCount = UnityEngine.Random.Range(4, 6); } else if (gameController.gameSettings.currentSavedLevel >= 16) { bombsCount = UnityEngine.Random.Range(5, 8); } for (int i = 0; i < bombsCount.value; i++) { swapCell(grid.randomDefaultCell(), bombCellPrefab); } }
void Awake() { audioSource.ignoreListenerVolume = ignoreListenerVolume; audioSource.ignoreListenerPause = ignoreListenerPause; if (pitch == -1f) { pitch = audioSource.pitch; } if (volume == -1f) { volume = audioSource.volume; } }
private void Awake() { placer = GetComponent <Placer>(); placer.objectPlaced += onObjectPlacedOnPath; pathCreator = placer.pathCreator; ignoredAxis = placer.ignoredAxis; if (endInstruction == EndOfPathInstruction.Loop && pathCreator != null && !pathCreator.path.isClosedLoop) { endInstruction = EndOfPathInstruction.Reverse; backwardSpeed = forwardSpeed; } }