protected override void Awake() { base.Awake(); LetterTilePool = new ObjectPool(letterTilePrefab.gameObject, 16, transform); SavedBoardStates = new Dictionary <string, BoardState>(); CompletedLevels = new Dictionary <string, bool>(); // Load any save data if (!LoadSave()) { // If there as not save data then set the current hints to the starting hints CurrentHints = startingHints; LevelsToCompleteBeforeAd = adLevelCompleteAmount; ActiveDailyPuzzleIndex = -1; } // Check to make sure that the ActiveCategory and ActiveLevelIndex still exist bool exists = false; for (int i = 0; i < CategoryInfos.Count; i++) { if (ActiveCategory == CategoryInfos[i].name) { exists = ActiveLevelIndex < CategoryInfos[i].levelInfos.Count; break; } } if (!exists) { ActiveCategory = ""; ActiveLevelIndex = 0; } // Initialize all our important things letterBoard.Initialize(); wordGrid.Initialize(); // Setup events letterBoard.OnWordFound += OnWordFound; }
protected override void Awake() { base.Awake(); LetterTilePool = new ObjectPool(letterTilePrefab.gameObject, 16, transform); SavedBoardStates = new Dictionary <string, BoardState>(); CompletedLevels = new Dictionary <string, bool>(); // Load any save data if (!LoadSave()) { // If there as not save data then set the current hints to the starting hints CurrentHints = startingHints; ActiveDailyPuzzleIndex = -1; } // Initialize all our important things letterBoard.Initialize(); wordGrid.Initialize(); // Setup events letterBoard.OnWordFound += OnWordFound; }