private void Update() { if ((events != null) && (!events.isEmpty())) { GameBoardEvent e = events.Dequeue(); e.doEvent(); } }
// Update is called once per frame void Update() { if ((gbEventQueue != null) && (!gbEventQueue.isEmpty())) { GameBoardEvent cur = gbEventQueue.Dequeue(); this.doGameEvent(cur); } for (int row = 0; row < board.Count; row++) { for (int col = 0; col < board[row].Count; col++) { bool muddy = board[row][col].type == TileType.Dirty; boardObj[row][col].GetComponent <Renderer>().enabled = muddy; } } //TESTING THE LEVEL LOADING if (Input.GetKeyDown(KeyCode.Alpha1)) { loadLevel(1); } if (Input.GetKeyDown(KeyCode.Alpha2)) { loadLevel(2); } if (Input.GetKeyDown(KeyCode.Alpha3)) { loadLevel(3); } if (Input.GetKeyDown(KeyCode.Alpha4)) { loadLevel(4); } }