new void Start() { Signals.AddListeners(OnSignal, new List <ESignalType> { ESignalType.PieceSelected }); base.Start(); }
new void Start() { base.Start(); Signals.AddListeners(OnPlayerChange, new List <ESignalType>() { ESignalType.PlayerWin }); }
new void Start() { base.Start(); Signals.AddListeners(OnBoardSelect, new List <ESignalType>() { ESignalType.GameStart, ESignalType.SelectBoard, ESignalType.PlayerWin }); }
// Use this for initialization new void Start() { base.Start(); Signals.AddListeners(OnBoardSelect, new List <ESignalType>() { ESignalType.StartPuzzle }); }
// Use this for initialization void Start() { cam = GetComponent <Camera>(); Signals.AddListeners(OnCamPosition, new List <ESignalType>() { ESignalType.CamPosition }); }
protected new void Start() { base.Start(); if (Progression.Puzzles[levelIndex].Unlocked) { State = UIStates.State.Active; } else { State = UIStates.State.Disabled; } Signals.AddListeners(OnSignalOne, new List <ESignalType>() { ESignalType.PuzzleComplete }); }
public static void Init(Animator animator) { PvPGamePrefab = Resources.Load <Game>("Prefabs/Games/PvP/PvPGame"); List <Game> PuzzlePrefabs = new List <Game>(Resources.LoadAll <Game>("Prefabs/Games/Puzzle")); PuzzlePrefabs.Sort(delegate(Game a, Game b) { return(a.order.CompareTo(b.order)); }); Puzzles = PuzzlePrefabs; Puzzles[0].Unlocked = true; Signals.AddListeners(OnSignal, new List <ESignalType>() { ESignalType.PuzzleComplete }); }
protected void AddListenersTwo(List <ESignalType> signalTypes) { SignalTypesTwo = signalTypes; Signals.AddListeners(OnSignalTwo, signalTypes); }
protected void AddListenersOne(List <ESignalType> signalTypes) { SignalTypesOne = signalTypes; Signals.AddListeners(OnSignalOne, signalTypes); }
protected void AddListeners(List <ESignalType> signalTypes) { SignalTypes = signalTypes; Signals.AddListeners(OnSignal, signalTypes); }
void Start() { UISignals = gameObject.GetComponent<Signals>(); UISignals.AddListeners(OnSignal, new List<Signal>() { Signal.PuzzleComplete }); }
void Start() { Layout.defaultLayout = new Layout(Layout.pointy, new Point(layoutSize, layoutSize), new Point(0, 0)); Signals = FindObjectOfType<Signals>(); UIState = FindObjectOfType<UIStates>(); Signals.AddListeners(OnUISignal, new List<Signal>() { Signal.RotateCCW, Signal.RotateUndo, Signal.RotateCW, Signal.EndTurn}); players = new List<Player>(); for (int i = 0; i < numPlayers; i++) { Player p = new Player(); players.Add(p); p.Name = "Player" + i; } StartGame(); }