// Use this for initialization void Start() { //getting the splitter object for easy use later in the code GameObject splitterObject = GameObject.FindWithTag("Splitter"); if (splitterObject != null) { splitScript = splitterObject.GetComponent <Splitter_script>(); } //getting the gamecontroller for easy reference later in the code GameObject gameControllerObject = GameObject.FindWithTag("GameController"); if (gameControllerObject != null) { gameController = gameControllerObject.GetComponent <GameController>(); } for (int slot = 0; slot < 3; slot++) { int left = Random.Range(0, gameController.availableCount); int right = Random.Range(0, gameController.availableCount); holder[slot, 0] = Instantiate(splitScript.pieces [left], new Vector2(-1 - slot * 2.5f, transform.position.y), Quaternion.identity) as Transform; holder[slot, 1] = Instantiate(splitScript.pieces [right], new Vector2(0 - slot * 2.5f, transform.position.y), Quaternion.identity) as Transform; holder[slot, 0].GetComponent <piece_script> ().locked = true; holder[slot, 0].GetComponent <piece_script> ().inHolder = true; holder[slot, 0].GetComponent <piece_script> ().lockPos = new Vector2(-1 - slot * 2.5f, transform.position.y); holder[slot, 1].GetComponent <piece_script> ().locked = true; holder[slot, 1].GetComponent <piece_script> ().inHolder = true; holder[slot, 1].GetComponent <piece_script> ().lockPos = new Vector2(0 - slot * 2.5f, transform.position.y); } }
// Use this for initialization void Awake() { selectionText = GameObject.Find("Color Selector Text").GetComponent <Text> (); //selectionText.pixelOffset = new Vector2 (Screen.width / 2f, Screen.height / 2f); splitter = GameObject.FindGameObjectWithTag("Splitter").GetComponent <Splitter_script> (); splitter.setState("isActive", false); spellHandler = GameObject.Find("Spell Handler").GetComponent <SpellHandler> (); }
void Start() { gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController> (); activePos = transform.position; inActivePos = new Vector3(transform.position.x, transform.position.y - 1.5f, transform.position.z); transform.position = inActivePos; GameObject shObject = GameObject.Find("Spell Handler"); if (shObject != null) { spellHandler = shObject.GetComponent <SpellHandler>(); } isReady = false; DescCanvas = GameObject.Find("Description Canvas"); splitter = GameObject.FindGameObjectWithTag("Splitter").GetComponent <Splitter_script> (); spriteHolder = GameObject.Find("Piece Sprite Holder").GetComponent <Piece_Sprite_Holder> (); sprites = spriteHolder.Get_Sprites(); imageRenderer = GetComponent <Image> (); switch (spellColor) { case "Red": imageRenderer.sprite = sprites[0]; break; case "Orange": imageRenderer.sprite = sprites[1]; break; case "Yellow": imageRenderer.sprite = sprites[2]; break; case "Green": imageRenderer.sprite = sprites[3]; break; case "Blue": imageRenderer.sprite = sprites[4]; break; case "Purple": imageRenderer.sprite = sprites[5]; break; case "Cyan": imageRenderer.sprite = sprites[6]; break; case "White": imageRenderer.sprite = sprites[7]; break; } wasTouching = false; isTransitioning = false; }
// Use this for initialization void Start() { splitter = transform.parent.GetComponent <Splitter_script> (); if (transform.position.x < 0) { isRight = false; } else { isRight = true; } }
// Use this for initialization void Start() { gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController> (); if (gameController.gameType != "Wiz" && gameController.gameType != "Holy") { Destroy(gameObject); } splitter = gameObject.GetComponentInParent <Splitter_script> (); animator = GetComponent <Animator> (); spriteRenderer = GetComponent <SpriteRenderer> (); spriteRenderer.sprite = null; prevCharged = false; }
// Use this for initialization void Start() { //get rid of the guide piece if the player has opted out on the option screen if (PlayerPrefs.GetInt("Guide", 1) == 0) { Destroy(gameObject); return; } gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController> (); splitter = GameObject.FindGameObjectWithTag("Splitter").GetComponent <Splitter_script> (); //assign which side it's on if (transform.localPosition.x > 0) { isRight = true; } else { isRight = false; } spriteRenderer = GetComponent <SpriteRenderer> (); }
// Use this for initialization void Start() { isBomb = false; isMoving = false; groupValue = 1; GameObject gameControllerObject = GameObject.FindWithTag("GameController"); if (gameControllerObject != null) { gameController = gameControllerObject.GetComponent <GameController>(); } GameObject splitterObject = GameObject.Find("Splitter"); if (splitterObject != null) { splitter = splitterObject.GetComponent <Splitter_script>(); } GameObject spellHandlerObject = GameObject.Find("Spell Handler"); if (spellHandlerObject != null) { spellHandler = spellHandlerObject.GetComponent <SpellHandler>(); } //set grid position to -3,-3 until it's locked to prevent accidental cancelling. gridPos = new Vector2(-3, -3); GameObject BitPoolObject = GameObject.Find("Bit Pool"); if (BitPoolObject == null) { Debug.LogError("Piece Error: Cannot find the Bit Pool"); } else { BitPool = BitPoolObject.GetComponent <Bit_Pool>(); } clacker = GameObject.Find("Clacker"); //time to set up piece visuals spriteHolder = GameObject.Find("Piece Sprite Holder").GetComponent <Piece_Sprite_Holder> (); sprites = spriteHolder.Get_Sprites(); animations = spriteHolder.Get_Animations(); if (animations == null) { Destroy(gameObject.GetComponent <Animator>()); } switch (pieceColor) { case "Red": colornum = 0; break; case "Orange": colornum = 1; break; case "Yellow": colornum = 2; break; case "Green": colornum = 3; break; case "Blue": colornum = 4; break; case "Purple": colornum = 5; break; case "Cyan": colornum = 6; break; case "White": colornum = 7; break; } gameObject.GetComponent <SpriteRenderer> ().sprite = sprites [colornum]; if (animations != null) { gameObject.GetComponent <Animator> ().runtimeAnimatorController = animations[colornum]; } prevColorNum = ((int)Time.time) % 8; //multiplier = 1; hasPlayedAnim = false; }
void Awake() { if (SceneManager.GetActiveScene().name == "Split Title Scene") { SceneManager.UnloadScene("Split Title Scene"); } achievementHandler = GameObject.FindGameObjectWithTag("Achievement Handler").GetComponent <Achievement_Script> (); //begin with the assumption that you're not in quick mode and there's not countdown isCountingDown = false; switch (PlayerPrefs.GetInt("Mode", 0)) { case 0: gameType = "Wiz"; break; case 1: gameType = "Quick"; break; case 2: gameType = "Wit"; break; case 3: gameType = "Holy"; break; } mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera> (); //let's grab the music controller GameObject MCobject = GameObject.FindGameObjectWithTag("Music Controller"); mc = MCobject.GetComponent <Music_Controller> (); //reposition score to wherever it may be scoreText.transform.GetComponent <BoxCollider2D> ().offset = (mainCamera.ViewportToWorldPoint(scoreText.transform.position)) - scoreText.transform.position; multiRun = false; //instantiate the grids with their appropriate starting values for (int r = 0; r <= 7; r++) { for (int c = 0; c <= 15; c++) { grid[r, c] = null; colorGrid[r, c] = null; checkGrid[r, c] = false; } cluster[r] = null; } multiplier = 1; checkGameOver = false; piecesPlaced = 0; checkFlag = false; movesMade = 0; score = 0; //load the splitter with the spawned splitter object GameObject splitterObject = GameObject.Find("Splitter"); if (splitterObject != null) { splitter = splitterObject.GetComponent <Splitter_script>(); } gameOver = false; //load the side columns if they exist sideColumns [0] = null; sideColumns [1] = null; GameObject[] scols = GameObject.FindGameObjectsWithTag("Side Column"); GameObject spellHandlerObject = GameObject.Find("Spell Handler"); spellHandler = spellHandlerObject.GetComponent <SpellHandler> (); if (gameType == "Wit") { availableCount = 8; //no powers in Wit Destroy(spellHandlerObject); //Wit does not use the sidecolumns, get rid of them Destroy(scols[1]); Destroy(scols[0]); mc.Play_Music(gameType); } else if (gameType == "Quick") { availableCount = 4; if (scols [0] != null && scols [1] != null) { //make sure they're loaded properly, left is 0, right is 1 if (scols[0].GetComponent <SideColumn>().sideInt == 0) { sideColumns[0] = scols[0].GetComponent <SideColumn>(); sideColumns[1] = scols[1].GetComponent <SideColumn>(); } else { sideColumns[0] = scols[1].GetComponent <SideColumn>(); sideColumns[1] = scols[0].GetComponent <SideColumn>(); } } quickMoveSides = false; StartCoroutine("StartingCountDown"); splitter.setState("canShoot", false); // no powers in Quick, only Holy and Wiz Destroy(spellHandlerObject); } else if (gameType == "Wiz") { //powers are in Wiz, start out with 5 kinds of blocks availableCount = 5; if (scols [0] != null && scols [1] != null) { //make sure they're loaded properly, left is 0, right is 1 if (scols[0].GetComponent <SideColumn>().sideInt == 0) { sideColumns[0] = scols[0].GetComponent <SideColumn>(); sideColumns[1] = scols[1].GetComponent <SideColumn>(); } else { sideColumns[0] = scols[1].GetComponent <SideColumn>(); sideColumns[1] = scols[0].GetComponent <SideColumn>(); } } spellHandler.redReady = true; spellHandler.orangeReady = false; spellHandler.yellowReady = true; spellHandler.greenReady = true; spellHandler.blueReady = true; spellHandler.purpleReady = true; spellHandler.cyanReady = false; spellHandler.whiteReady = false; mc.Play_Music(gameType); } else if (gameType == "Holy") { //Holy has everything at once. Essentially hard mode availableCount = 8; if (scols [0] != null && scols [1] != null) { //make sure they're loaded properly, left is 0, right is 1 if (scols[0].GetComponent <SideColumn>().sideInt == 0) { sideColumns[0] = scols[0].GetComponent <SideColumn>(); sideColumns[1] = scols[1].GetComponent <SideColumn>(); } else { sideColumns[0] = scols[1].GetComponent <SideColumn>(); sideColumns[1] = scols[0].GetComponent <SideColumn>(); } } spellHandler.redReady = true; spellHandler.orangeReady = true; spellHandler.yellowReady = true; spellHandler.greenReady = true; spellHandler.blueReady = true; spellHandler.purpleReady = true; spellHandler.cyanReady = true; spellHandler.whiteReady = true; mc.Play_Music(gameType); } if (gameType != "Wit" && sideColumns != null && sideColumns[0].side == "Right") { SideColumn temp = sideColumns[0]; sideColumns[0] = sideColumns[1]; sideColumns[1] = temp; } sidesChecked = false; //initially update the moves and scores updateMoves(); updateScore(); //get the pause stuff in order isPaused = false; GameOverLayer.SetActive(false); shutter.Begin_Horizontal_Open(); //high score stuff newHighScore = false; HighScoreText.text = ""; tipText.text = ""; Score_Text_Canvas = GameObject.Find("Score Text Canvas"); }