void Start() { words = new string[100] { "child", "style", "shake", "alive", "axion", "wreck", "cause", "pupil", "cheat", "watch", "jelly", "clock", "quark", "grass", "laser", "jeans", "yacht", "rumor", "fault", "hover", "sheet", "aware", "shell", "jolly", "giant", "vague", "image", "acute", "arena", "visit", "table", "force", "chair", "quick", "suite", "large", "chord", "power", "aloof", "attic", "cover", "prize", "trail", "cycle", "sight", "zeros", "glare", "angle", "ranch", "upset", "mixer", "drive", "xenon", "water", "venom", "right", "sweet", "gloom", "clash", "abbey", "level", "quilt", "climb", "tease", "knock", "fairy", "queen", "zebra", "guide", "south", "funny", "proud", "young", "jumpy", "staff", "query", "trunk", "zooms", "smart", "ghost", "judge", "yield", "brain", "helix", "small", "noise", "seize", "robot", "stain", "where", "world", "shark", "beard", "disco", "yummy", "title", "story", "color", "short", "fresh" }; letterTaps = new string[25] { "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z" }; submission = new int[10]; paused = true; submissionString = ""; serialNum = KMBombInfoExtensions.GetSerialNumber(bombInfo); module.OnActivate += Activate; button.OnInteract += delegate { ButtonPressed(); return(false); }; button.OnInteractEnded += ButtonReleased; }
//----------------------------- // Failed attempt at making a unique puzzle generator. Anyone reading this can try making a unique puzzle generator and I will implement it. Until then, I will have pre-made puzzles. //----------------------------- void Start() { serialNumber = KMBombInfoExtensions.GetSerialNumber(info); module.OnActivate += ActivateModule; // First # is button number, Second # is label of button. Label '10' is a blank square. puzzleList = new string[, ] { { "3 2", "11 2", "14 1", "15 0", "21 1" }, { "1 2", "9 2", "12 4", "15 2", "24 1" }, { "1 2", "4 1", "20 1", "24 2", "x" }, { "1 2", "4 2", "23 2", "24 0", "x" }, { "10 3", "19 1", "22 10", "23 1", "x" }, { "0 2", "3 2", "14 2", "20 10", "22 1" }, { "0 2", "12 2", "14 10", "22 10", "x" }, { "0 2", "4 0", "20 0", "24 2", "x" }, { "2 3", "14 3", "20 2", "x", "x" }, { "4 2", "10 10", "12 3", "24 10", "x" }, { "0 10", "2 0", "7 1", "12 3", "20 1" }, }; //The space after each index is nessisary. //{" ", " ", " ", " "}, puzzleSolutions = new string[, ] { { "1 17 ", "2 8 18 ", "6 12 22 ", "13 23 " }, { "2 5 13 16 ", "3 6 14 17 ", "7 10 18 21 ", "8 11 19 22 " }, { "2 6 10 13 17 ", "3 14 ", "15 22 ", "8 12 16 19 23 " }, { "2 6 10 ", "3 9 ", "15 21 ", "14 18 22 " }, { "0 3 15 ", "1 4 7 13 16 ", "5 8 11 17 20 ", "9 18 21 " }, { "1 5 18 ", "2 8 19 ", "10 16 23 ", "13 17 24 " }, { "1 3 5 15 18 ", "2 4 16 19 ", "8 10 20 23 ", "7 9 11 21 24 " }, { "1 5 ", "2 8 14 ", "10 16 22 ", "19 23 " }, { "0 3 7 10 18 ", "1 4 11 17 19 ", "5 12 15 21 23 ", "6 9 13 22 24 " }, { "0 2 15 17 ", "1 3 9 16 18 ", "5 7 13 20 22 ", "6 14 21 23 " }, { "5 13 16 ", "6 14 17 ", "10 18 21 ", "11 19 22 " }, }; submitedSolution = new string[4]; currentPuzzle = new string[25] { "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "" }; submit.OnInteract += SubmitPressed(); for (int i = 0; i < buttons.Length; i++) { buttons[i].OnInteract += ButtonPressed(i); } for (int i = 0; i < pieceButtons.Length; i++) { pieceButtons[i].OnInteract += PieceButtonPressed(i); } }
// Use this for initialization void Start() { _id = idCounter++; speciesId = UnityEngine.Random.Range(0, CroppedMats.Length - 1); Debug.LogFormat("[Fursona #{0}] Selected species: {1}", _id, NAMES[speciesId]); CroppedRenderer.material = CroppedMats[speciesId]; HeadRenderer.material = HeadMats[speciesId]; EyesRenderer.material = EyesMats[speciesId]; FleshRenderer.material = FleshMats[speciesId]; PrimaryRenderer.material = PrimaryMats[speciesId]; SecondaryRenderer.material = SecondaryMats[speciesId]; TertiaryRenderer.material = TertiaryMats[speciesId]; UpdateColors(); PhysicalSlider[] Sliders = new PhysicalSlider[] { A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3, F1, F2, F3 }; foreach (PhysicalSlider Slider in Sliders) { Slider.OnUpdate += UpdateColors; } KMBombInfo info = GetComponent <KMBombInfo>(); int ui = KMBombInfoExtensions.GetOffIndicators(info).Count(); int li = KMBombInfoExtensions.GetOnIndicators(info).Count(); int b = KMBombInfoExtensions.GetBatteryCount(info); int bh = KMBombInfoExtensions.GetBatteryHolderCount(info); int p = KMBombInfoExtensions.GetPortCount(info); int ep = KMBombInfoExtensions.GetPortPlates(info).Count(sa => sa.Length == 0); int s3 = int.Parse(KMBombInfoExtensions.GetSerialNumber(info)[2].ToString()); int s6 = int.Parse(KMBombInfoExtensions.GetSerialNumber(info)[5].ToString()); int pp = KMBombInfoExtensions.GetPortPlates(info).Count(); int sl = KMBombInfoExtensions.GetSerialNumberLetters(info).Count(); int sn = KMBombInfoExtensions.GetSerialNumberNumbers(info).Count(); int m = info.GetModuleIDs().Count; int R = -1, G = -1, B = -1, C = -1, M = -1, Y = -1; switch (speciesId) { case 0: R = li; G = ui; B = b; C = bh; M = p; Y = ep; break; case 1: R = s3; G = s6; B = pp; C = sl; M = sn; Y = m; break; case 2: R = ep; G = m; B = p; C = sn; M = bh; Y = sl; break; case 3: R = sl; G = s3; B = bh; C = li; M = sn; Y = s6; break; case 4: R = p; G = ui; B = m; C = pp; M = ep; Y = b; break; case 5: R = s6; G = b; B = sn; C = ep; M = li; Y = pp; break; case 6: R = bh; G = m; B = s3; C = ui; M = sl; Y = p; break; case 7: R = pp; G = p; B = li; C = sl; M = ep; Y = ui; break; case 8: R = sn; G = s3; B = b; C = m; M = s6; Y = bh; break; case 9: R = ui; G = bh; B = ep; C = s6; M = sl; Y = m; break; case 10: R = li; G = b; B = p; C = s3; M = pp; Y = sn; break; default: break; } int maxId = 0; int[] vals = new int[] { R, G, B, C, M, Y }; for (int i = 1; i < 6; i++) { if (vals[i] >= vals[maxId]) { maxId = i; } } TargetEyeColor = maxId; Debug.LogFormat("[Fursona #{0}] Eye color: {1}; Head color: {2}", _id, COLORNAMES[maxId], COLORNAMES[(maxId + 3) % 6]); }