public void Initialize(FieldManager _fieldManager, GameManager _gameManager, FruitManager _fruitManager) { fieldManager = _fieldManager; gameManager = _gameManager; fruitManager = _fruitManager; audioSource = GetComponent <AudioSource> (); growed = false; Vector3[] directions = new Vector3[4]; directions [0] = Vector3.right; directions [1] = Vector3.left; directions [2] = Vector3.forward; directions [3] = Vector3.back; newDirection = directions [(int)Random.Range(0, 3)]; List <Vector3> snakePos = fieldManager.GetInstance().SetSnakePosition(newDirection); for (int i = 0; i < snake.Count; i++) { snake [i].transform.position = snakePos [i]; if (newDirection == Vector3.forward || newDirection == Vector3.back) { snake [i].transform.rotation = Quaternion.Euler(new Vector3(0, 90, 0)); } else { snake [i].transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0)); } fieldManager.GetInstance().field[(int)snakePos [i].z, (int)snakePos [i].x] = 1; } InvokeRepeating("Move", 0.3f, 0.3f); }
private void Awake() { Instance = this; _sceneChanger = this.GetComponent <SceneChanger>(); _fruitManager = this.GetComponent <FruitManager>(); _uiManager = this.GetComponent <UiManager>(); _soundManager = this.GetComponent <SoundManager>(); _gameModeManager = this.GetComponent <GameModeManager>(); _dots = new List <Dot>(); _ghosts = new List <Ghost>(); /* Will select the stage settings relative to current Stage */ if (Stage < settings.SequenceOfStageSettings.Length) { _stageSettings = settings.SequenceOfStageSettings[Stage]; } else { int lastIndex = settings.SequenceOfStageSettings.Length - 1; _stageSettings = settings.SequenceOfStageSettings[lastIndex]; } _gameModeManager.settings = settings; _gameModeManager.stageSettings = _stageSettings; /* Will get the fruit to update on GUI */ Fruit fruit = _fruitManager.GetFruitByType(_stageSettings.fruitType); _uiManager.FruitOnGUI(fruit.GetSprite()); _uiManager.LifesOnGUI(Life); _uiManager.ScoreOnGUI(Score); _uiManager.HighScoreOnGUI(PlayerPrefs.GetInt(settings.HighScoreKeyPlayerPrefs, 0)); }
public FruitManager GetInstance() { if (instance == null) { instance = this; } return(instance); }
private void Start() { if (!instance) { instance = this; InitializeDictationary(); DontDestroyOnLoad(this); } else if (instance == this) { Destroy(gameObject); } }
// Snake should know how much fruits there are and generate enough snake tails. // again, this is snake, so we don't need to check who's the one bumpin'. // But we need to refer to snake to grow it a tail. // Or, if I had a better idea about HOW TO EFFIN CODE... void Awake() { instance = this; }
void Awake() { // Store game manager reference gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>(); fruitManager = fruitLayer.GetComponent <FruitManager>(); }
protected override void Initialize(System.Web.Routing.RequestContext requestContext) { base.Initialize(requestContext); manager = new FruitManager(new MemoryFruitDataManager()); }
void Awake() { _instance = this; }
public FruitTests() { dataManager = GetDataManager(); manager = new FruitManager(dataManager); }