private void Start() { select = new LinqSelect(this); Get <KMSelectable>().Assign(onHighlight: () => ModuleHighlightable.enabled = true, onHighlightEnded: () => ModuleHighlightable.enabled = false); TextSelectable.Assign(onHighlight: () => TextHighlightable.enabled = true, onHighlightEnded: () => TextHighlightable.enabled = false); Buttons.Assign(onHighlight: (i) => ButtonHighlightables[i].enabled = true, onHighlightEnded: (i) => ButtonHighlightables[i].enabled = false); TextSelectable.Assign(onInteract: select.TextPress); Buttons.Assign(onInteract: select.ButtonPress); }
//base functions, made easy with keep coding! private void Start() { routine = new Routine <int>(OnSubmit, this); Buttons.Assign(onInteract: HandleButtons); Screen.Assign(onInteract: HandleScreen); int locationSeed = Rnd.Range(0, _tableValues.Length), movementSeed = Rnd.Range(1, 5); Log("hexOrbits loaded! Starting at location {0}, with {1}-step movement.".Form(locationSeed + 1, movementSeed)); //pointer locations are actually all predetermined from the start! the manual technically lies! for (int i = 0; i < stageValues.Length; i++) { stageValues[i] = _tableValues.ElementAtWrap(locationSeed + (movementSeed * i)); } GetChild <TextMesh>().text = "hexOrbits - Idle"; Log("The 4 array cells are: {0}, {1}, {2}, {3}. (with locations of: {4}, {5}, {6}, {7})".Form(ToHex(stageValues[0]), ToHex(stageValues[1]), ToHex(stageValues[2]), ToHex(stageValues[3]), locationSeed + 1, (locationSeed + movementSeed + 1) % 64, (locationSeed + (movementSeed * 2) + 1) % 64, (locationSeed + (movementSeed * 3) + 1) % 64)); Log("This module's solution is {0} (in location {1}), and can be submitted by pressing {2}, {3}.".Form(ToHex(stageValues[4]), (locationSeed + (movementSeed * 4) + 1) % 64, _directions[stageValues[4] / 4], _directions[stageValues[4] % 4])); }
// Use this for initialization private void Start() { routine = new Routine <int>(EntityCollision, this); Screen.Assign(onInteract: HandleScreen); Buttons.Assign(onInteract: HandleButtons); GenerateSolution(); CreateQueue(); GetChild <TextMesh>().text = "hexNull\nIdle"; }
private void Start() { CreateMarqueeLights(); correctFrequency = UnityEngine.Random.Range(0, frequencies.Count); currentMarqueeQueue = MorseCode.CreateMarqueeQueue(words[correctFrequency]); SetNeedleAtLerp(0f); DisplayCurrentFrequency(); LeftButton.Assign(onInteract: MoveLeft); RightButton.Assign(onInteract: MoveRight); TransmitButton.Assign(onInteract: Transmit); LitLabels.ForEach(r => r.enabled = false); Needle.GetComponent <Renderer>().enabled = false; Log("Correct word: {0} ({1} MHz)", words[correctFrequency], frequencies[correctFrequency]); }