Пример #1
0
    public void Click(DFD_Grid m_oClicked)
    {
        m_lSelection.Add(m_oClicked);
        m_lCheck.Add(m_oClicked);

        if (m_lSelection.Count > m_nLength)
        {
            m_lSelection[0].StartCoroutine(m_lSelection[0].Flip(-m_fFlipDuration));
            m_lCheck.Remove(m_lSelection[0]);
            m_lSelection.RemoveAt(0);
        }
    }
Пример #2
0
    public void Click(DFD_Grid m_oClicked)
    {
        m_lSelection.Add ( m_oClicked );
        m_lCheck.Add( m_oClicked );

        if ( m_lSelection.Count > m_nLength )
        {
            m_lSelection[0].StartCoroutine( m_lSelection[0].Flip(-m_fFlipDuration) );
            m_lCheck.Remove( m_lSelection[0] );
            m_lSelection.RemoveAt(0);
        }
    }
Пример #3
0
    public void GenerateGrid(int _nLength, int _nHeight, float _fLengthDelta, float _fHeightDelta)
    {
        m_oGrid = new DFD_Grid[_nLength, _nHeight];

        if (m_goGrid.activeSelf)
        {
            for (int x = 0; x < _nLength; ++x)
            {
                for (int y = 0; y < _nHeight; ++y)
                {
                    GameObject goTemp = GameObject.Instantiate(m_goGrid) as GameObject;

                    goTemp.transform.parent    = this.transform;
                    goTemp.transform.position  = m_goGrid.transform.position;
                    goTemp.transform.position += new Vector3(x * _fLengthDelta, y * _fHeightDelta, 0);

                    m_oGrid[x, y] = goTemp.GetComponent <DFD_Grid>();
                }
            }
            RandomizeGrid();
            m_goGrid.SetActive(false);
        }
    }