public void setScoreDetails() { string path = Application.persistentDataPath + "/JigsawPuzzle.xml"; puz = gameController.GetComponent <JigsawPuzzle> (); if (puz.gameLevel == 2) { LevelDataUpdate.UpdateEasy(finalScore, time, path); } if (puz.gameLevel == 3) { LevelDataUpdate.UpdateNormal(finalScore, time, path); } if (puz.gameLevel == 4) { LevelDataUpdate.UpdateHard(finalScore, time, path); } correct_guess_count.text = correctGuesses.ToString(); wrong_guess_count.text = wrongGuesses.ToString(); total_guess_count.text = totalGuesses.ToString(); correct_guess_score.text = (50 * correctGuesses).ToString("+#;-#;0"); wrong_guess_score.text = score_wrong.ToString("+#;-#;0"); time_used.text = timeused_in_String; total_score.text = finalScore.ToString(); bonus1.text = score_time.ToString("+#;-#;0"); bonus2.text = bonus_acc.ToString("+#;-#;0"); }
void Awake() { GameObject scriptObj = GameObject.Find("GameController"); puz_2 = scriptObj.GetComponent <JigsawPuzzle>(); num_pieces = puz_2.gameLevel * puz_2.gameLevel; piece_width = (int)puz_2.piece_w; piece_width_with_gap = piece_width + 50; pieces = new Image[num_pieces]; int lengthx = (piece_width_with_gap * (puz_2.gameLevel * puz_2.gameLevel)); pieceListStartPosX = -lengthx / 2 + piece_width_with_gap / 2; float posX = pieceListStartPosX; pieceList = new List <Piece> (); int[] randomIntArray = new int[num_pieces]; for (int a = 0; a < randomIntArray.Length; a++) { randomIntArray [a] = a; } for (int b = 0; b < randomIntArray.Length; b++) { int temp = randomIntArray [b]; int random = Random.Range(b, randomIntArray.Length); randomIntArray [b] = randomIntArray[random]; randomIntArray [random] = temp; } for (int i = 0; i < randomIntArray.Length; i++) { print(randomIntArray [i]); } for (int i = 0; i < num_pieces; i++) { int randomIndex = randomIntArray [i]; string name = "piece" + randomIndex; if (puz_2.newSpriteArray == null) { print("null"); } Piece p = new Piece(randomIndex, name, puz_2.newSpriteArray [randomIndex], (GameObject)Instantiate(piecePrefab, panel, false)); p.setLocalPos(new Vector3(posX, 0, 0)); posX += piece_width_with_gap; p.setPieceSize(puz_2.piece_w, puz_2.piece_h); pieceList.Add(p); } pieceDistance = pieceList [1].rectTransform.anchoredPosition.x - pieceList [0].rectTransform.anchoredPosition.x; foreach (Piece p in pieceList) { print(p.getPieceID() + p.getPieceName()); } }
void Awake() { audioControll = GameObject.Find("AudioController").GetComponent <AudioControll> (); updateOn = true; puz = gameController.GetComponent <JigsawPuzzle> (); score_Text.text = score.ToString(); time = 0.0f; isGameEnd = false; }
public void JigsawPuzzleTest() { List <Piece> pieces; List <Tuple <Edge, Edge> > fittedEdges; Setup(out pieces, out fittedEdges); JigsawPuzzle puzzle = new JigsawPuzzle(4, 4, pieces); puzzle.SetFittedEdges(fittedEdges); var solution = puzzle.Solve(); Print(solution); }
public void LoadJigsawPuzzle() { isLoading = true; generatedPieces = new GameObject[puzzlePieceCount.x * puzzlePieceCount.y]; loadingRoutine = StartCoroutine(JigsawPuzzle.Generate(puzzlePieceCount.x, puzzlePieceCount.y, puzzleSize.x, puzzleSize.z, puzzleSize.y, 5, seed, jigsawParent, generatedPieces, puzzleFaceMat, puzzleSideMat, puzzleBackMat, true, OnPuzzleLoadingPercent, OnPuzzleLoadCompleted)); }
void Start() { StartCoroutine(JigsawPuzzle.Generate(columns, rows, width, height, depth, bezierSmoothness, seed, transform, null, faceMaterial, sideMaterial, bottomMaterial, true)); //JigsawPuzzle.Generate(columns, rows, width, height, depth, bezierSmoothness, transform, faceMaterial, sideMaterial, bottomMaterial, true); }