private void BeginGame() { mazeInstance = Instantiate(mazePrefab) as Maze2; mazeInstance.transform.parent = transform; StartCoroutine(mazeInstance.Generate()); Debug.Log("BeginGame()"); }
void Awake() { if (instance == null) { instance = this; } }
private void changeVertical() { Vertical = !Vertical; Maze2 maze = to_clear as Maze2; if (maze != null) { maze.clear(); } }
private void state_changed() { var wallSize = getWallSize(); if (door != null) { door.Vertical = vertical; Size doorSize = getDoorSize(); door.Size = vertical ? doorSize : new Size(doorSize.Height, doorSize.Width); Point doorPos = new Point((this.Size.Width - doorSize.Width) / 2, (this.Size.Height - doorSize.Height) / 2); door.Location = vertical ? doorPos : new Point(doorPos.Y, doorPos.X); wallSize = new Size(wallSize.Width, doorPos.Y); } p1.Size = vertical ? wallSize : new Size(wallSize.Height, wallSize.Width); Point p1Pos = new Point((this.Size.Width - wallSize.Width) / 2, 0); p1.Location = vertical ? p1Pos : new Point(p1Pos.Y, p1Pos.X); if (door == null) { p2.Size = new Size(0, 0); } else { p2.Size = p1.Size; Point p2Pos = new Point(p1Pos.X, this.Size.Height - wallSize.Height); p2.Location = vertical ? p2Pos : new Point(p2Pos.Y, p2Pos.X); } Maze2 maze = to_clear as Maze2; if (maze != null) { maze.clear(); } }