void StateMachineEnter_LoadSavedGame(Enum state, GeneralOptions options = null) { Debug.Log("StateMachineEnter_LoadSavedGame"); level = Settings.Level; gameStrategy = StrategyFactory.CreateInstance(GetGameStrategy(level)); score = Settings.Score; remainTime = Settings.RemainTime; SearchNum = Settings.SearchNum; ShuffeNum = Settings.ShuffeNum; pairNum = Settings.PairNum; TimeNum = Settings.TimeNum; int[] tempMatrix = Settings.Matrix; Debug.LogWarning("length: " + tempMatrix.Length); matrix = new int[row, col]; for (int i = 0; i < row; i++) { for (int j = 0; j < col; j++) { Debug.LogWarning("i: " + i + " j: " + j + " value: " + matrix[i, j]); matrix[i, j] = tempMatrix[col * i + j]; } } mapUI.Initialize(matrix, this, (GameStrategy)level); currentPairCellIds = CoreGame.GetAvailablePair(matrix); StateMachineChange(GameState.EnterLevel); }
protected virtual void NewGame() { pairNum = (row - 2) * (col - 2) / 2; this.matrix = CoreGame.CreateMatrix(row, col); if (CoreGame.GetAvailablePair(this.matrix).Count == 0) { ResetMap(); } gameStrategy = StrategyFactory.CreateInstance(GetGameStrategy(level)); mapUI.Initialize(matrix, this, (GameStrategy)level); remainTime = matchTime; }
protected override void NewGame() { pairNum = (row - 2) * (col - 2) / 2; this.matrix = CoreGame.CreateMatrix(row, col); currentPairCellIds = CoreGame.GetAvailablePair(this.matrix); if (currentPairCellIds.Count == 0) { ResetMap(); } gameStrategy = StrategyFactory.CreateInstance(GetGameStrategy(level)); mapUI.Initialize(matrix, this, GetGameStrategy(level)); }
protected override void NewGame() { pairNum = (row - 2) * (col - 2) / 2; this.matrix = CoreGame.CreateMatrix(row, col); currentPairCellIds = CoreGame.GetAvailablePair(this.matrix); if (currentPairCellIds.Count == 0) { ResetMap(); } gameStrategy = StrategyFactory.CreateInstance(GetGameStrategy(level)); // gameMode = GameMode.Top; mapUI.Initialize(matrix, this, GetGameStrategy(level)); if (difficultLevel == DifficultLevel.Hard && level > 9) { matchTime -= 10; if (matchTime < 180) { matchTime = 180; } } remainTime = matchTime; }