예제 #1
0
    public void StartVals()
    {
        //permutationsUtilitiesCore = new Core();
        permutationsUtilitiesCore = gameObject.AddComponent <Core>();
        playerScript     = PlayerScript.player;
        loader           = DataLoader.loader;
        solarSystem      = new SolarSystem();
        piecesController = PiecesController.piecesController;

        mainCameraTransform = Camera.main.transform;

        rangeToAttackEnemy   = 3;
        rangeToEnableEnemy   = 3;
        rangeForPlayerToStop = 1;
        //currentPlayerState = PlayerState.menuSelection;

        //      chestInTown = transform.GetChild (0).GetChild(1).gameObject;
        //chestInTownScript = chestInTown.GetComponent<ChestInTownScript> ();
        player                  = PlayerScript.player.gameObject;
        playerTransform         = player.transform;
        listOfProjectiles       = new List <GameObject> ();
        planet                  = solarSystem.planetList [0];
        layerPlanetMask         = ~layerPlanetMask;
        layerMaskSphereCollider = ~layerMaskSphereCollider;
        // SwipeManager.swipeManger.SetMinSwipeLength(.1f);
    }
예제 #2
0
 void Awake()
 {
     if (piecesController == null) //if there is not a control already in this scene
     {
         piecesController = this;  // the control is this object
     }
 }
예제 #3
0
 void OnEnable()
 {
     piecesController = PiecesController.piecesController;
     myTransform      = transform;               //cache my transform
     matchToBottom    = myTransform.GetChild(0); // get matchBottom
     matchToCenter    = myTransform.parent;      // get matchCenter
     myShadow         = myTransform.parent.parent.GetChild(0);;
     if (myTransform.parent.rotation != myShadow.rotation)
     {
         myTransform.parent.rotation = myShadow.rotation;
     }
     //puzzleScript = puzzle.GetComponent<PuzzleScript> ();// define puzzle script
     //StopAllCoroutines();
     ParentToChild(myTransform, matchToCenter); //make the center my parent
     spinPiece = StartCoroutine(SpinPiece());   // start spinning
 }
예제 #4
0
    /// <summary>
    /// Called as soon as the instance is enabled. Sets the singleton and offset data arrays.
    /// </summary>
    private void Awake()
    {
        instance = this;

        if (!GameEngine.instance.replay.mode)
        {
            bag = new List <int>();
            for (int i = 0; i < 16; i++)
            {
                // bag.Add(new List<int> { 0, 1, 2, 3, 4, 5, 6 });

                List <int> bagshuff = new List <int>()
                {
                    0, 1, 2, 3, 4, 5, 6
                };
                Shuffle(bagshuff);
                Debug.Log(bagshuff);
                for (int j = 0; j < 7; j++)
                {
                    bag.Add(bagshuff[j]);
                }
            }
        }
        else
        {
            bag = GameEngine.instance.replay.bag;
        }

        JLSTZ_OFFSET_DATA       = new Vector2Int[5, 4];
        JLSTZ_OFFSET_DATA[0, 0] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[0, 1] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[0, 2] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[0, 3] = Vector2Int.zero;

        JLSTZ_OFFSET_DATA[1, 0] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[1, 1] = new Vector2Int(1, 0);
        JLSTZ_OFFSET_DATA[1, 2] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[1, 3] = new Vector2Int(-1, 0);

        JLSTZ_OFFSET_DATA[2, 0] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[2, 1] = new Vector2Int(1, -1);
        JLSTZ_OFFSET_DATA[2, 2] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[2, 3] = new Vector2Int(-1, -1);

        JLSTZ_OFFSET_DATA[3, 0] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[3, 1] = new Vector2Int(0, 2);
        JLSTZ_OFFSET_DATA[3, 2] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[3, 3] = new Vector2Int(0, 2);

        JLSTZ_OFFSET_DATA[4, 0] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[4, 1] = new Vector2Int(1, 2);
        JLSTZ_OFFSET_DATA[4, 2] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[4, 3] = new Vector2Int(-1, 2);

        I_OFFSET_DATA       = new Vector2Int[5, 4];
        I_OFFSET_DATA[0, 0] = Vector2Int.zero;
        I_OFFSET_DATA[0, 1] = new Vector2Int(-1, 0);
        I_OFFSET_DATA[0, 2] = new Vector2Int(-1, 1);
        I_OFFSET_DATA[0, 3] = new Vector2Int(0, 1);

        I_OFFSET_DATA[1, 0] = new Vector2Int(-1, 0);
        I_OFFSET_DATA[1, 1] = Vector2Int.zero;
        I_OFFSET_DATA[1, 2] = new Vector2Int(1, 1);
        I_OFFSET_DATA[1, 3] = new Vector2Int(0, 1);

        I_OFFSET_DATA[2, 0] = new Vector2Int(2, 0);
        I_OFFSET_DATA[2, 1] = Vector2Int.zero;
        I_OFFSET_DATA[2, 2] = new Vector2Int(-2, 1);
        I_OFFSET_DATA[2, 3] = new Vector2Int(0, 1);

        I_OFFSET_DATA[3, 0] = new Vector2Int(-1, 0);
        I_OFFSET_DATA[3, 1] = new Vector2Int(0, 1);
        I_OFFSET_DATA[3, 2] = new Vector2Int(1, 0);
        I_OFFSET_DATA[3, 3] = new Vector2Int(0, -1);

        I_OFFSET_DATA[4, 0] = new Vector2Int(2, 0);
        I_OFFSET_DATA[4, 1] = new Vector2Int(0, -2);
        I_OFFSET_DATA[4, 2] = new Vector2Int(-2, 0);
        I_OFFSET_DATA[4, 3] = new Vector2Int(0, 2);

        O_OFFSET_DATA       = new Vector2Int[1, 4];
        O_OFFSET_DATA[0, 0] = Vector2Int.zero;
        O_OFFSET_DATA[0, 1] = Vector2Int.down;
        O_OFFSET_DATA[0, 2] = new Vector2Int(-1, -1);
        O_OFFSET_DATA[0, 3] = Vector2Int.left;

        if (GameEngine.instance.RS == RotationSystems.ARS)
        {
            JLSTZ_OFFSET_DATA       = new Vector2Int[5, 4];
            JLSTZ_OFFSET_DATA[0, 0] = Vector2Int.up;
            JLSTZ_OFFSET_DATA[0, 1] = Vector2Int.zero;
            JLSTZ_OFFSET_DATA[0, 2] = Vector2Int.zero;
            JLSTZ_OFFSET_DATA[0, 3] = Vector2Int.zero;

            JLSTZ_OFFSET_DATA[1, 0] = new Vector2Int(-1, 1);
            JLSTZ_OFFSET_DATA[1, 1] = new Vector2Int(0, 0);
            JLSTZ_OFFSET_DATA[1, 2] = new Vector2Int(-1, 0);
            JLSTZ_OFFSET_DATA[1, 3] = new Vector2Int(-2, 0);

            JLSTZ_OFFSET_DATA[2, 0] = new Vector2Int(-1, 1);
            JLSTZ_OFFSET_DATA[2, 1] = new Vector2Int(-2, 0);
            JLSTZ_OFFSET_DATA[2, 2] = new Vector2Int(-1, 0);
            JLSTZ_OFFSET_DATA[2, 3] = new Vector2Int(0, 0);

            JLSTZ_OFFSET_DATA[3, 0] = new Vector2Int(0, 0);
            JLSTZ_OFFSET_DATA[3, 1] = new Vector2Int(0, 0);
            JLSTZ_OFFSET_DATA[3, 2] = new Vector2Int(0, 0);
            JLSTZ_OFFSET_DATA[3, 3] = new Vector2Int(0, 0);

            JLSTZ_OFFSET_DATA[4, 0] = Vector2Int.zero;
            JLSTZ_OFFSET_DATA[4, 1] = Vector2Int.zero;
            JLSTZ_OFFSET_DATA[4, 2] = Vector2Int.zero;
            JLSTZ_OFFSET_DATA[4, 3] = Vector2Int.zero;

            I_OFFSET_DATA       = new Vector2Int[5, 4];
            I_OFFSET_DATA[0, 0] = Vector2Int.zero;
            I_OFFSET_DATA[0, 1] = new Vector2Int(-1, 0);
            I_OFFSET_DATA[0, 2] = new Vector2Int(-1, 0);
            I_OFFSET_DATA[0, 3] = new Vector2Int(-1, 1);

            I_OFFSET_DATA[1, 0] = new Vector2Int(-1, 0);
            I_OFFSET_DATA[1, 1] = Vector2Int.zero;
            I_OFFSET_DATA[1, 2] = new Vector2Int(1, 1);
            I_OFFSET_DATA[1, 3] = new Vector2Int(0, 1);

            I_OFFSET_DATA[2, 0] = new Vector2Int(2, 0);
            I_OFFSET_DATA[2, 1] = Vector2Int.zero;
            I_OFFSET_DATA[2, 2] = new Vector2Int(-2, 1);
            I_OFFSET_DATA[2, 3] = new Vector2Int(0, 1);

            I_OFFSET_DATA[3, 0] = new Vector2Int(-1, 0);
            I_OFFSET_DATA[3, 1] = new Vector2Int(0, 1);
            I_OFFSET_DATA[3, 2] = new Vector2Int(1, 0);
            I_OFFSET_DATA[3, 3] = new Vector2Int(0, -1);

            I_OFFSET_DATA[4, 0] = new Vector2Int(2, 0);
            I_OFFSET_DATA[4, 1] = new Vector2Int(0, -2);
            I_OFFSET_DATA[4, 2] = new Vector2Int(-2, 0);
            I_OFFSET_DATA[4, 3] = new Vector2Int(0, 2);

            O_OFFSET_DATA       = new Vector2Int[1, 4];
            O_OFFSET_DATA[0, 0] = Vector2Int.zero;
            O_OFFSET_DATA[0, 1] = Vector2Int.down;
            O_OFFSET_DATA[0, 2] = new Vector2Int(-1, -1);
            O_OFFSET_DATA[0, 3] = Vector2Int.left;
        }
    }
예제 #5
0
    /// <summary>
    /// Called as soon as the instance is enabled. Sets the singleton and offset data arrays.
    /// </summary>
    private void Awake()
    {
        instance = this;


        JLSTZ_OFFSET_DATA       = new Vector2Int[5, 4];
        JLSTZ_OFFSET_DATA[0, 0] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[0, 1] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[0, 2] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[0, 3] = Vector2Int.zero;

        JLSTZ_OFFSET_DATA[1, 0] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[1, 1] = new Vector2Int(1, 0);
        JLSTZ_OFFSET_DATA[1, 2] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[1, 3] = new Vector2Int(-1, 0);

        JLSTZ_OFFSET_DATA[2, 0] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[2, 1] = new Vector2Int(1, -1);
        JLSTZ_OFFSET_DATA[2, 2] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[2, 3] = new Vector2Int(-1, -1);

        JLSTZ_OFFSET_DATA[3, 0] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[3, 1] = new Vector2Int(0, 2);
        JLSTZ_OFFSET_DATA[3, 2] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[3, 3] = new Vector2Int(0, 2);

        JLSTZ_OFFSET_DATA[4, 0] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[4, 1] = new Vector2Int(1, 2);
        JLSTZ_OFFSET_DATA[4, 2] = Vector2Int.zero;
        JLSTZ_OFFSET_DATA[4, 3] = new Vector2Int(-1, 2);

        I_OFFSET_DATA       = new Vector2Int[5, 4];
        I_OFFSET_DATA[0, 0] = Vector2Int.zero;
        I_OFFSET_DATA[0, 1] = new Vector2Int(-1, 0);
        I_OFFSET_DATA[0, 2] = new Vector2Int(-1, 1);
        I_OFFSET_DATA[0, 3] = new Vector2Int(0, 1);

        I_OFFSET_DATA[1, 0] = new Vector2Int(-1, 0);
        I_OFFSET_DATA[1, 1] = Vector2Int.zero;
        I_OFFSET_DATA[1, 2] = new Vector2Int(1, 1);
        I_OFFSET_DATA[1, 3] = new Vector2Int(0, 1);

        I_OFFSET_DATA[2, 0] = new Vector2Int(2, 0);
        I_OFFSET_DATA[2, 1] = Vector2Int.zero;
        I_OFFSET_DATA[2, 2] = new Vector2Int(-2, 1);
        I_OFFSET_DATA[2, 3] = new Vector2Int(0, 1);

        I_OFFSET_DATA[3, 0] = new Vector2Int(-1, 0);
        I_OFFSET_DATA[3, 1] = new Vector2Int(0, 1);
        I_OFFSET_DATA[3, 2] = new Vector2Int(1, 0);
        I_OFFSET_DATA[3, 3] = new Vector2Int(0, -1);

        I_OFFSET_DATA[4, 0] = new Vector2Int(2, 0);
        I_OFFSET_DATA[4, 1] = new Vector2Int(0, -2);
        I_OFFSET_DATA[4, 2] = new Vector2Int(-2, 0);
        I_OFFSET_DATA[4, 3] = new Vector2Int(0, 2);

        O_OFFSET_DATA       = new Vector2Int[1, 4];
        O_OFFSET_DATA[0, 0] = Vector2Int.zero;
        O_OFFSET_DATA[0, 1] = Vector2Int.down;
        O_OFFSET_DATA[0, 2] = new Vector2Int(-1, -1);
        O_OFFSET_DATA[0, 3] = Vector2Int.left;
    }
예제 #6
0
 void Awake()
 {
     mPropBlock = new MaterialPropertyBlock();
     Instance   = this;
 }