Пример #1
0
    public void Init(IPuzzle _parentPuzzle, IPuzzleInputData _data)
    {
        //Initial data injection
        InputData = _data;

        //setup parent relationship
        puzzleCtrl = _parentPuzzle;

        Animator = GetComponent <Animator>();

        //selectable behaviour setup
        selectable = GetComponent <SelectableBehaviour>();

        selectable.Init((puzzleCtrl as MonoBehaviour).GetComponent <SelectableBehaviour>());
    }
Пример #2
0
    public void Init(IPuzzle _parentPuzzle, IPuzzleInputData _data)
    {
        AnimatorCtrl = GetComponent <Animator>();

        //Initial data injection
        InputData = _data;

        //setup parent relationship
        puzzleCtrl = _parentPuzzle;

        //selectable behaviour setup
        selectable = GetComponent <SelectableBehaviour>();
        selectable.Init((puzzleCtrl as MonoBehaviour).GetComponent <SelectableBehaviour>());

        //starting swtich condition
        //selectStatus = false;
    }
Пример #3
0
    public void Init(IPuzzle _parentPuzzle, IPuzzleInputData _data)
    {
        textMesh = GetComponentInChildren <TextMesh>();
        if (!textMesh)
        {
            Debug.LogWarning("This component needs a TextMesh in order to work properly!");
        }

        //Initial data injection
        InputData = _data;

        AnimatorCtrl = GetComponent <Animator>();

        //setup parent relationship
        puzzleCtrl = _parentPuzzle;

        //selectable behaviour setup
        selectable = GetComponent <SelectableBehaviour>();
        selectable.Init((puzzleCtrl as MonoBehaviour).GetComponent <SelectableBehaviour>());
    }
Пример #4
0
 /// <summary>
 /// Use it to modify held data on fly
 /// </summary>
 /// <param name="_data"></param>
 public void DataInjection(IPuzzleInputData _data)
 {
     InputData = _data;
 }