// Use this for initialization void Start() { _levelDataHolder = GetComponent <LevelDataHolder>(); _tileLocations = new GameObject[LEVEL_SIZE, LEVEL_SIZE]; _blueSpawnerLocations = new Vector3?[LEVEL_SIZE, LEVEL_SIZE]; _redSpawnerLocations = new Vector3?[LEVEL_SIZE, LEVEL_SIZE]; GameplayDataManager.MinionLocations = new string[LEVEL_SIZE, LEVEL_SIZE]; GameplayDataManager.FightHere = new bool[LEVEL_SIZE, LEVEL_SIZE]; _cursor = GameObject.Instantiate(Cursor, new Vector3(0.0f, 0.0f, 0.0f), Cursor.transform.rotation) as GameObject; }
void Start() { board = FindObjectOfType <BoardManager>(); // add different tiles to inventory list that the inventory counter will keep track of. TODO: refactor this to use variables instead of hard coding tile names TileInventory.Add("Red Tile", 0); TileInventory.Add("Pink Tile", 0); TileInventory.Add("Green Tile", 0); TileInventory.Add("Black Tile", 0); TileInventory.Add("Orange Tile", 0); TileInventory.Add("Blue Tile", 0); wlConditions = FindObjectOfType <WinLose>(); _sc = FindObjectOfType <SelectorController>(); _ldh = FindObjectOfType <LevelDataHolder>(); }
public void Start() { if (File.Exists("LevelOne.xml")) { LevelDataHolder dat = Loading(); level = dat.level; } else { var serializer = new XmlSerializer(typeof(LevelDataHolder)); using (var stream = new FileStream("LevelOne.xml", FileMode.Create)) { //serializer.Serialize(stream, dataHolder); } } }
void Start() { instance = GetComponent <BoardManager>(); Vector2 offset = tile.GetComponent <SpriteRenderer>().bounds.size; _mm = FindObjectOfType <MatchManager>(); _ld = FindObjectOfType <LevelDataHolder>(); _sc = FindObjectOfType <SelectorController>(); if (!puzzleMode) { CreateBoard(offset.x, offset.y); } else { CreateBoard_Puzzle(offset.x, offset.y); } }
private void Awake() { // If there's nothing in the instance property, assign LevelDataHolder information to object. if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } // If there is, then there's another LevelDataHolder object. Destroy this one. else { Destroy(gameObject); } roomList = new List <RoomData>(); for (int i = 0; i < levelGrid.transform.childCount; i++) { RoomData room = levelGrid.transform.GetChild(i).GetComponent <RoomData>(); room.roomIndex = i; roomList.Add(room); Debug.Log("Setting " + room.name + " with index " + room.roomIndex); } }
//public string movesText; // Start is called before the first frame update void Start() { _selector = FindObjectOfType <SelectorController>(); _levelData = FindObjectOfType <LevelDataHolder>(); }