// Use this for initialization void Start() { gl = GameObject.FindObjectOfType(typeof(CsGlobals)) as CsGlobals; playingField = GameObject.Find("GamingField"); background = GameObject.Find("FieldBack"); figureSpawner = GameObject.Find("FigureSpawner"); widthPF = playingField.renderer.bounds.size.x; heightPF = playingField.renderer.bounds.size.y; cubePrefab = (GameObject)Resources.Load("Cube", typeof(GameObject)); //loading prefab of cube cubePrefabColored = (GameObject)Resources.Load("CubeColored", typeof(GameObject)); //loading colored part of cube, its doing for acces to any colored part of cube for changing color gl.currentFigure = new Figure(gl.model); gl.nextFigure = new Figure(gl.model); }
// Use this for initialization void Start () { gl=GameObject.FindObjectOfType(typeof(CsGlobals)) as CsGlobals; playingField = GameObject.Find ("GamingField"); background = GameObject.Find ("FieldBack"); figureSpawner = GameObject.Find ("FigureSpawner"); widthPF = playingField.renderer.bounds.size.x; heightPF = playingField.renderer.bounds.size.y; cubePrefab = (GameObject)Resources.Load("Cube", typeof(GameObject)); //loading prefab of cube cubePrefabColored = (GameObject)Resources.Load("CubeColored", typeof(GameObject)); //loading colored part of cube, its doing for acces to any colored part of cube for changing color gl.currentFigure = new Figure (gl.model); gl.nextFigure = new Figure (gl.model); }
void Start() { Time.timeScale = 1; gl = GameObject.FindObjectOfType(typeof(CsGlobals)) as CsGlobals; gl.isPlayingGame = false; gl.menu = true; //cubesArray = new CubeInfo[gl.model.cells.GetLength(0), gl.model.cells.GetLength(1)]; //array of cubes, that changes by cubesVisibility function gl.figureColor = new Color(Random.Range(0.35f, 0.7f), Random.Range(0.35f, 0.7f), Random.Range(0.35f, 0.7f)); //gl.cubeInfo = cubePrefab.gameObject.GetComponent<CubeInfo>(); //getting info about cube (color, size...) OnChanged += cubesVisibility; //adding new subscriber to event of playfield changing decreasedLines = new ArrayList(); effectBlowGO = GameObject.Find("clearLineEffect"); effectBlow = effectBlowGO.gameObject.GetComponent <effectClearLineSpawner> (); timeMove = timeMoveMax; gl.Score = 0; }
void Start () { Time.timeScale = 1; gl=GameObject.FindObjectOfType(typeof(CsGlobals)) as CsGlobals; gl.isPlayingGame = false; gl.menu = true; //cubesArray = new CubeInfo[gl.model.cells.GetLength(0), gl.model.cells.GetLength(1)]; //array of cubes, that changes by cubesVisibility function gl.figureColor =new Color (Random.Range(0.35f, 0.7f), Random.Range(0.35f, 0.7f), Random.Range(0.35f, 0.7f)); //gl.cubeInfo = cubePrefab.gameObject.GetComponent<CubeInfo>(); //getting info about cube (color, size...) OnChanged += cubesVisibility; //adding new subscriber to event of playfield changing decreasedLines = new ArrayList (); effectBlowGO = GameObject.Find ("clearLineEffect"); effectBlow = effectBlowGO.gameObject.GetComponent<effectClearLineSpawner> (); timeMove = timeMoveMax; gl.Score = 0; }
void Start () { gl=GameObject.FindObjectOfType(typeof(CsGlobals)) as CsGlobals; placed = false; }
// Use this for initialization void Start() { gl = GameObject.FindObjectOfType(typeof(CsGlobals)) as CsGlobals; }
void Awake() { controller = GetComponent <CharacterController>() ; aniPlay = GetComponent ( "Sprite" ) as Sprite ; gl = GameObject.FindObjectOfType(typeof(CsGlobals)) as CsGlobals; }