// Use this for initialization void Start() { numPlayers = MainMenu.playerTotal; //if(numPlayers == 2) //2 players // playerStatus = new PlayerInfo[minPlayers]; //else //4 players // playerStatus = new PlayerInfo[maxPlayers]; //Creating the board and get reference to it's member variables for now MainBoard = new Board(numPlayers); playerStatus = MainBoard.playerStatus; Debug.Assert(playerStatus != null); wallPegStatus = MainBoard.wallPegStatus; Debug.Assert(wallPegStatus != null); boardStatus = MainBoard.boardStatus; Debug.Assert(boardStatus != null); accessible = MainBoard.accessible; Debug.Assert(accessible != null); gmPanel.SetActive(false); MessageText.text = ""; MakeBoard(); // make references to board SpawnPlayers(); // make references to players (and Ai's) m_StartWait = new WaitForSeconds(startDelay); StartCoroutine(GameLoop()); }
public void InitCells( Board board ) { foreach ( Point point in Disabled ) { Cell cell = board.GetCell ( point.X, point.Y ); if ( cell != null ) { cell.Empty = true; cell.gameObject.SetActive ( false ); } } foreach ( var g in GoalWindows ) { Cell cell = board.GetCell ( g.pos.X, g.pos.Y ); if ( cell != null ) { cell.GoalLevel = g.level; } } }
public override void Start() { m_board = GameController.Instance.board; m_board.OnCoinDestroy += OnCoinDestroy; m_board.OnBoardStable += OnBoardStable; var cinfo = OwnerEntity.GetComponent<CellsInfo>(); TotalWindows = cinfo.GoalWindows.Count; Refresh(); }