Exemplo n.º 1
0
    // Use this for initialization
    void Start()
    {
        dataController    = GameObject.FindObjectOfType <DataController>();
        patternsOf4       = ListOfPatterns.CreateListOfPatterns(4);
        factory           = new ConcreteDisplayFactory();
        questionText.text = "";

        updateOn = false;
        StartCoroutine(GetReady());
    }
Exemplo n.º 2
0
    // 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());
    }
Exemplo n.º 3
0
    // 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());
    }