public double ComputeDistance(Point location1, Point location2) { double dResult = 0; Line oLine = new LineClass(); Points oPointsCol = new PointsClass(); oPointsCol.Add(location1); oPointsCol.Add(location2); oLine.Parts.Add(oPointsCol); dResult = this.ComputeDistance(oLine); return dResult; }
public double ComputeDistance(Point location1, Point location2) { double dResult = 0; Line oLine = new LineClass(); Points oPointsCol = new PointsClass(); oPointsCol.Add(location1); oPointsCol.Add(location2); oLine.Parts.Add(oPointsCol); dResult = this.ComputeDistance(oLine); return(dResult); }
private void Start() { SaveSystem ss = SaveSystem.GetInstance(); PointsClass level = ss.pointSystem.GetLevelInfo(levelPage - 1, levelNumber - 1); //indexado em 1! Debug.Assert(level != null); //pega num de estrelas do save persistente CountStars = level.LevelPoints; Completed = level.cleared; //pega infos de quem passou vivo no save system ZeStar = level.charSaved[0]; DedeStar = level.charSaved[1]; ManeStar = level.charSaved[2]; Star1.SetActive(false); Star2.SetActive(false); Star3.SetActive(false); if (ZeStar) { Star1.SetActive(true); } if (DedeStar) { Star2.SetActive(true); } if (ManeStar) { Star3.SetActive(true); } myButton = GetComponent <Button>(); myButton.onClick.AddListener(() => SoundSystem.PlaySound("click")); //geralmente não gosto de trabalhar dessa maneira, e sim adicionando os eventos pelo inspector, o que considero mais legível e organizado. //mas dessa vez esse atalho me salvou uns 20 minutos de clicar idiotamente. Ass: Krauss }