// Use this for initialization // public void init(int i, int j, Vector2 start_dir, int num_tiles_w, int num_tiles_h){ public void init(int i, int j, int start_dir, TrainManager owner) { this.owner = owner; this.num_tiles_w = owner.num_tiles_w; this.num_tiles_h = owner.num_tiles_h; this.n = owner.owner.n; this.direction = start_dir; tile_width = Screen.width / num_tiles_w; this.transform.rotation = Quaternion.Euler(0f, 0f, (90f * direction)%360f); this.transform.Rotate (Vector2.right * direction); float[] pos = position (i, j); location = new Vector2 (pos [0], pos [1]); current_tile = owner.owner.board.tiles [i] [j]; this.transform.position = Camera.main.ScreenToWorldPoint ( new Vector3 (location.x, location.y, 8)); GameObject modelObject = GameObject.CreatePrimitive(PrimitiveType.Quad); // Create a quad object for holding the gem texture. model = modelObject.AddComponent<TrainModel>(); // Add a gemModel script to control visuals of the gem. model.init(this); }
// Use this for initialization // public void init(int i, int j, Vector2 start_dir, int num_tiles_w, int num_tiles_h){ public void init(int i, int j, int start_dir, TrainManager owner) { this.owner = owner; this.num_tiles_w = owner.num_tiles_w; this.num_tiles_h = owner.num_tiles_h; this.n = owner.owner.n; this.direction = start_dir; tile_width = Screen.width / num_tiles_w; this.transform.rotation = Quaternion.Euler(0f, 0f, (90f * direction) % 360f); this.transform.Rotate(Vector2.right * direction); float[] pos = position(i, j); location = new Vector2(pos [0], pos [1]); current_tile = owner.owner.board.tiles [i] [j]; this.transform.position = Camera.main.ScreenToWorldPoint( new Vector3(location.x, location.y, 8)); GameObject modelObject = GameObject.CreatePrimitive(PrimitiveType.Quad); // Create a quad object for holding the gem texture. model = modelObject.AddComponent <TrainModel>(); // Add a gemModel script to control visuals of the gem. model.init(this); }