// Use this for initialization void Start() { PuzzlePusher p; PuzzlePusherAdder pa; /* * pa = Instantiate(samplePusherAdder, pusherOffsetRight + new Vector3(0f, -1.5f, 0f), Quaternion.identity, transform); * pa.SetContainer(this); * pa.SetDirection(Dir.left); * puzzlePusherAdders[1] = pa; * * pa = Instantiate(samplePusherAdder, pusherOffsetLeft + new Vector3(0f, -1.5f, 0f), Quaternion.identity, transform); * pa.SetContainer(this); * pa.SetDirection(Dir.right); * puzzlePusherAdders[0] = pa; */ randomTable = new CommonRandomTable(3, 4); for (int i = 0; i < height; i++) { AddPusher(Dir.left); AddPusher(Dir.right); } pusherDirty = true; phase = Phase.idle; phaseWait = phaseDelay; textDropCount.UpdateText(dropPuzzleCache.Count.ToString()); textInsertCount.UpdateText(insertQuery.ToString()); }
//private method void Awake() { puzzleOffset = new Vector3(-width / 2f + 0.5f, -height / 2f, 0f); pusherOffsetLeft = new Vector3(-width / 2f - 1f, -height / 2f, 0f); pusherOffsetRight = new Vector3(+width / 2f + 1f, -height / 2f, 0f); touchContral.AddListener(this); puzzleMap = new List <List <PuzzleTile> >(); for (int i = 0; i < width; i++) { List <PuzzleTile> l = new List <PuzzleTile>(); l.Capacity = height + 1; puzzleMap.Add(l); } pusherBars = new List <PuzzlePusher> [2]; pusherBars[0] = new List <PuzzlePusher>(); pusherBars[0].Capacity = height + 1; pusherBars[1] = new List <PuzzlePusher>(); pusherBars[1].Capacity = height + 1; dropPuzzleCache = new List <PuzzleTile>(); cacheHeight = new int[width]; for (int i = 0; i < width; i++) { cacheHeight[i] = 0; } pusherQuery = new List <PuzzlePusher>(); puzzlePusherAdders = new PuzzlePusherAdder[2]; touchPlane = touchPlaneObject.GetComponent <Collider>(); randomTable = new CommonRandomTable(3, 4); puzzleDirty = false; }
// Use this for initialization void Start() { dropWait = dropRate; randomPuzzleColTable = new CommonRandomTable(1, dropWidth); randomPuzzleTypeTable = new CommonRandomTable(randomStack, 4); }
void Awake() { randomPuzzleTypeTable = new CommonRandomTable(randomStack, 4); collider = GetComponentInChildren <Collider>(); }