//public delegate void gameStateHandler(GameStateController.gameState newState); //public static event gameStateHandler onStateChange; public void Awake() { Instance = this; currentState = gameState.idle; destroyUnit = DestroyChainedUnit.Instance; puzzleGen = GeneratingPuzzle.Instance; gameOverPanelRectTransform = gameOverPanel.GetComponent <RectTransform>(); pauseGamePanelRectTransform = pauseGamePanel.GetComponent <RectTransform>(); }
void Start() { puzzleGen = GeneratingPuzzle.Instance; //inputHandler = InputHandler.Instance; scanUnitARR = new ScanUnit[puzzleGen._columns, puzzleGen._rows]; _unitCounter = 0; _unitTypeCheckContainer = new List <int>(); _score = 0; _turnText.text = puzzleGen._turns.ToString(); _scoreSlider.minValue = 0; _scoreSlider.maxValue = _1starPoint; _scoreSlider.value = 0; }
void Start() { puzzleGen = GeneratingPuzzle.Instance; destroyUnit = DestroyChainedUnit.Instance; _unitLayer = LayerMask.GetMask("Unit"); _unitsHolder = GeneratingPuzzle.Instance._unitsHolder; _unitHighLight.SetActive(false); _horizontalHighlightBeginPos = puzzleGen._unitPosARR[0, 0].x; _horizontalHighlightEndPos = puzzleGen._unitPosARR[puzzleGen._columns - 1, 0].x + puzzleGen._unitWidth; _verticalHighlightBeginPos = puzzleGen._unitPosARR[0, 0].y; _verticalHighlightEndPos = puzzleGen._unitPosARR[0, puzzleGen._rows - 1].y + puzzleGen._unitHeight; StartCoroutine(controlMovingUnits()); }
void Start() { puzzleGen = GeneratingPuzzle.Instance; gameStateController = GameStateController.Instance; //inputHandler = InputHandler.Instance; scanUnitARR = new ScanUnit[puzzleGen._columns, puzzleGen._rows]; _unitCounter = 0; _unitTypeCheckContainer = new List<int>(); _score = 0; _turnText.text = puzzleGen._turns.ToString(); _1starPoint = puzzleGen._1starPoint; _2starPoint = puzzleGen._2starPoint; _3starPoint = puzzleGen._3starPoint; _scoreSlider.minValue = 0; _scoreSlider.maxValue = _1starPoint; _scoreSlider.value = 0; }
private float _YOffset; // Distance between the first row and bottom side of the screen //============================================== // Unity Methods //============================================== void Awake() { Instance = this; // Get current level infomation from levelsInfo text file string levelsInfoString = _levelsInfo.text; JSONObject levelsInfoJSON = new JSONObject(levelsInfoString); JSONObject puzzleInfoJSON = levelsInfoJSON.GetField(MadLevel.arguments); _rows = (int)puzzleInfoJSON.GetField("rows").f; _columns = (int)puzzleInfoJSON.GetField("columns").f; _unitTypesCount = (int)puzzleInfoJSON.GetField("unit types count").f; _turns = (int)puzzleInfoJSON.GetField("turns").f; _1starPoint = (int)puzzleInfoJSON.GetField("1 star point").f; _2starPoint = (int)puzzleInfoJSON.GetField("2 star point").f; _3starPoint = (int)puzzleInfoJSON.GetField("3 star point").f; // Set SFX and Music silder value _sfxSlider.value = SoundController.Instance.sfxSource.volume; _musicSlider.value = SoundController.Instance.musicSource.volume; }
//============================================== // Unity Methods //============================================== void Awake() { Instance = this; Application.targetFrameRate = 60; }
private float _YOffset; // Distance between the first row and bottom side of the screen //============================================== // Unity Methods //============================================== void Awake() { Instance = this; Application.targetFrameRate = 60; }