Пример #1
0
    //Grabs the height and width provided from the GridCreation script and sets its
    //own size to match that. Adjusts its collider
    public virtual void ChangeTransform(float height, float width)
    {
        if (grid == null)
        {
            grid = GameObject.FindGameObjectWithTag("Grid").GetComponent <GridCreation>();
        }

        //adjust position to match up location based up the indexs it has
        rectTrans = GetComponent <RectTransform>();

        if (rectTrans != null)
        {
            rectTrans.sizeDelta = new Vector2(width, height);
            Vector2 pos = grid.ReturnPositionFromIndex(hIndex, wIndex);
            rectTrans.localPosition = pos;
        }

        //adjust its collider to match the new size of the object
        //the reason that the minus 2s are there are to provide a bit
        //of leeway on collisions. If the colliders feel a bit too big
        //players get frustrated: "I totally dodged that!"
        //if they are on the smaller size, you get the opposite effect
        //players get excited: "I can't believe I dodged that!"
        BoxCollider2D box = GetComponent <BoxCollider2D>();

        if (box != null)
        {
            box.size = new Vector2(width - 2f, height - 2f);
        }
    }
Пример #2
0
 void Start()
 {
     gridCreation = GameObject.Find("Grid").GetComponent <GridCreation>();
     algorithm    = gameObject.GetComponent <Algorithm>();
     tileSize     = viewSize.x / tileAmountX;
     tileAmountY  = (int)System.Math.Ceiling(viewSize.y / tileSize);
     gridCreation.InitializeGrid(tile, tileSize);
 }
Пример #3
0
    void Start()
    {
        audioSource  = GetComponent <AudioSource> ();
        gridCreation = GameObject.Find("Grid").GetComponent <GridCreation> ();
        ChangeToggleGroup toggleGroup = GameObject.Find("TopPanel").GetComponent <ChangeToggleGroup> ();

        toggleGroup.OnChange += toggleGroup_OnChange;

        // Uncomment next line to play multi sound
        InvokeRepeating("playMulti", 1f, 1f);
    }
Пример #4
0
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();

        GridCreation gridCreation = (GridCreation)target;

        if (GUILayout.Button("Create Grid"))
        {
            gridCreation.BuildGrid(Handles.GetMainGameViewSize());
        }

        if (GUILayout.Button("Destory Grid"))
        {
            gridCreation.DeleteGrid();
        }
    }
Пример #5
0
 void Start()
 {
     gameManager  = GameObject.Find("GameManager").GetComponent <GameManager>();
     gridCreation = GameObject.Find("Grid").GetComponent <GridCreation>();
 }
Пример #6
0
 //Grab the grid to make sure it does grab a connection with an object that doesn't exist in scene
 public void SetGrid(GridCreation grid)
 {
     this.grid = grid;
     GridCreation.GridAdjusted += ChangeTransform;
 }