public Word(string _word, WordDisplay _display) { word = _word; typeIndex = 0; for (int i = 0; i < 11; i++) { if (word == commonWords[i]) { damage = -10; } if (word == healingWords[i]) { damage = +10; } if (word == critWords[i]) { damage = -25; } if (word == freezeWords[i]) { damage = 0; } } display = _display; display.SetWord(word); }
public Word(string _word, WordDisplay _displayTxt) { word = _word; displayTxt = _displayTxt; displayTxt.SetWord(word); typeIndex = 0; }
public Word(string inputword, WordDisplay inputdisplay) { word = inputword; typeIndex = 0; display = inputdisplay; display.SetWord(word); }
public Word(string _word, WordDisplay _display) { word = _word; _wordDisplay = _display; _wordDisplay.SetWord(word); _index = 0; }
public Word(string _word, WordDisplay _display) //Constructor Allows you to set a variable to setup stuff { word = _word; typeIndex = 0; display = _display; display.SetWord(word); }
public Word(string _word, WordDisplay _display) { word = _word; typeIndex = 0; for (int i = 0; i < 11; i++) { if (word == commonWords[i]) { damage = -10; color = "white"; } if (word == healingWords[i]) { damage = +30; color = "green"; } if (word == critWords[i]) { damage = -15; color = "red"; } if (word == freezeWords[i]) { damage = 0; color = "blue"; } } display = _display; display.SetWord(word); }
public Word(string _word, WordDisplay _display) { word = _word; typeIndex = 0; display = _display; display.SetWord(word); }
public WordToType(string word, WordDisplay wordDisplay) { _word = word; _index = 0; _wordDisplay = wordDisplay; wordDisplay.SetWord(_word); }
public Word(string word, WordDisplay wordDisplay) { MainWord = word; typeIndex = 0; _wordDisplay = wordDisplay; _wordDisplay.SetWord(word); }
public Word(string _word, WordDisplay _display) { word = _word; typeIndex = 0; score = word.Length; display = _display; display.SetWord(word); }
public Word(string _word, WordDisplay _display) { word = _word; indexOfChar = 0; display = _display; display.SetWord(word); }
public Word(string word, WordDisplay display) { this.word = word; typeIndex = 0; this.display = display; display.SetWord(word); }
public Word(string _word, WordDisplay _display) { word = _word; typeIndex = 0; display = _display; display.SetWord(word); //Debug.Log(display.transform.position.y); }
public Word(string _word, string _wordEs, WordDisplay _display) { word = _word; wordEs = _wordEs; TypeIndex = 0; display = _display; display.SetWord(wordEs); }
public Word(string _word, WordManager _wManager, WordDisplay _wDisplay) { word = _word; typeIndex = 0; wManager = _wManager; wDisplay = _wDisplay; wDisplay.SetWord(word); wDisplay.SetWordSizeAndColor(); }
public Word(WordDisplay _display) // Displays the word as Hiragana / Katakana { wordIndex = WordGenerator.GetIndex(); // now it will only be called ONCE per instance word = _WordGenerator.wordList_Romaji[wordIndex]; // you can get the equivalent? letters similarly...with something like: word = _WordGenerator.wordList_Hiragana[wordIndex]; display = _display; display.SetWord(word); }
// Constructor for Word class public Word(string _word, WordDisplay _display, GameObject _worldObject) { word = _word; typeIndex = 0; display = _display; display.SetWord(word); worldObject = _worldObject; }
public virtual void Reset() { typeIndex = 0; try { display.SetWord(word); } catch { // do nothing } }
/* public void WordSelect() // Selects the word and romaji from the LevelSelector. * { * romajiSelect = LevelSelector.getWordList_Romaji_Select (); * wordDisplaySelect = LevelSelector.getWordList_Select (); * * switch (wordDisplaySelect) { * case 1: // Hiragana * wordDisplay = WordGenerator.wordList_Hiragana [wordIndex]; * break; * * case 2: // Katakana * wordDisplay = WordGenerator.wordList_Katakana [wordIndex]; * break; * * case 3: // Kanji * wordDisplay = WordGenerator.wordList_Kanji [wordIndex]; * break; * } * * switch (romajiSelect) { * case 1: // Romaji list from Kana * romaji = WordGenerator.wordList_Romaji [wordIndex]; * break; * * case 2: // Romaji list from Kanji * romaji = WordGenerator.wordList_Romaji_Kanji [wordIndex]; * break; * } * * } */ public Word(WordDisplay _display) // Displays the word { wordIndex = WordGenerator.GetIndex(); romajiSelect = LevelSelector.getWordList_Romaji_Select(); wordDisplaySelect = LevelSelector.getWordList_Select(); switch (wordDisplaySelect) { case 1: // Hiragana wordDisplay = WordGenerator.wordList_Hiragana [wordIndex]; break; case 2: // Katakana wordDisplay = WordGenerator.wordList_Katakana [wordIndex]; break; case 3: // Kanji wordDisplay = WordGenerator.wordList_Kanji [wordIndex]; break; } switch (romajiSelect) { case 1: // Romaji list from Kana romaji = WordGenerator.wordList_Romaji [wordIndex]; break; case 2: // Romaji list from Kanji romaji = WordGenerator.wordList_Romaji_Kanji [wordIndex]; break; } display = _display; display.SetWord(wordDisplay); }
public Word(string w, WordDisplay d) { word = w; display = d; display.SetWord(word); }
public Word(string _word, WordDisplay _display) { word = _word; display = _display; display.SetWord(_word); }
// Unselects word and resets the latest selected one public void ResetWord() { display.SetWord(word); display.ResetColor(); typeIndex = 0; }