// Use this for initialization void Start() { dataController = GameObject.FindObjectOfType <DataController>(); patternsOf4 = ListOfPatterns.CreateListOfPatterns(4); factory = new ConcreteDisplayFactory(); questionText.text = ""; updateOn = false; StartCoroutine(GetReady()); }
// Use this for initialization void Start() { dataController = GameObject.FindObjectOfType <DataController>(); orderInLayer = 0; proporcH = 8; proporcW = proporcH / Screen.height * Screen.width; Camera.main.orthographicSize = (float)(proporcW * Screen.height / Screen.width * 0.5); float up = (float)(proporcH - 0.5 + proporcH / 3); float right = (float)(proporcW); startVector = Camera.main.ViewportToWorldPoint(new Vector3(0f, 0f, 0.5f)) + new Vector3((float)(proporcW / 2), up, 0f); middleVector = startVector - new Vector3(0f, (float)((proporcH - 0.5) / 10 * 11), 0f); leftVector = middleVector - new Vector3((right + 1) / 2, 0f, 0f); rightVector = middleVector + new Vector3((right + 1) / 2, 0f, 0f); leftV = Camera.main.ViewportToWorldPoint(new Vector3(0f, 0f, 0.5f)) + new Vector3(proporcW / 5, proporcH * 7 / 9, 0f); rightV = Camera.main.ViewportToWorldPoint(new Vector3(0f, 0f, 0.5f)) + new Vector3(4 * proporcW / 5, proporcH * 7 / 9, 0f); leftV2 = new Vector3(leftV.x, leftV.y - 1f, 0f); rightV2 = new Vector3(rightV.x, rightV.y - 1f, 0f); patternsOf4 = ListOfPatterns.CreateListOfPatterns(4); patternsOnTheLeft = new List <string>(); patternsOnTheRight = new List <string>(); queueOfPatterns = new List <Pattern>(); Vector3 starttemp = startVector - new Vector3(0f, (float)((proporcH - 0.5) / 10 * 10), -1f); foreach (GameObject ptrn in patternsOf4) { ptrn.transform.localScale = new Vector3(1f, 1f, 1f); } previous = null; queueOfPatterns.Add(new Pattern(patternsOf4[Random.Range(0, patternsOf4.Count - 2)], starttemp, middleVector)); for (int i = 1; i < 8; i++) { starttemp = startVector - new Vector3(0f, (float)((proporcH - 0.5) / 10 * (10 - i)), (float)(-1 - i)); Vector3 endtemp = queueOfPatterns[i - 1].GetStartVector(); queueOfPatterns.Add(new Pattern(patternsOf4[Random.Range(0, patternsOf4.Count - 2)], starttemp, endtemp)); } updateOn = false; StartCoroutine(GetReady()); }
// Use this for initialization void Start() { dataController = GameObject.FindObjectOfType <DataController>(); double proporcW = 4.5 / ((double)Screen.height / Screen.width); double proporcH = proporcW * ((double)Screen.height / Screen.width); Camera.main.orthographicSize = (float)(proporcW * Screen.height / Screen.width * 0.5); float up = (float)((proporcH - 0.5) / 2); float right = (float)(proporcW); startVector = Camera.main.ViewportToWorldPoint(new Vector3(0f, 0f, 0.5f)) + new Vector3(right + 2f, up + 0.5f, 0f); middleVector = Camera.main.ViewportToWorldPoint(new Vector3(0f, 0f, 0.5f)) + new Vector3(right + 0.5f, up + 0.5f, 0f) - new Vector3((right + 1) / 2, 0f, 0f); endVector = middleVector - new Vector3((right + 1) / 2, 0f, 0f); patternsOf4 = ListOfPatterns.CreateListOfPatterns(4); previous = null; current = new Pattern(patternsOf4[Random.Range(0, patternsOf4.Count)], middleVector, endVector); next = new Pattern(patternsOf4[Random.Range(0, patternsOf4.Count)], startVector, middleVector); StartCoroutine(GameStart()); }