Vector2 exchangeGridPos2; //The position of exchangeToken2 in the scene. public virtual void Start() { gameManager = GetComponent <GameManagerScript>(); //Set the gameManager variable to the GameManagerScript component on the GameObject. matchManager = GetComponent <MatchManagerScript>(); //Set the matchManager variable to the MatchManagerScript component on the GameObject. lerpPercent = 0; //Reset the lerp percentage to 0 so that tokens don't move until the right time. repopulateScript = GetComponent <RepopulateScript>(); }
/// <summary> /// This function is used to animate tokens moving into empty spaces after making a match. /// </summary> /// <param name="startGridX"></param> /// <param name="startGridY"></param> /// <param name="endGridX"></param> /// <param name="endGridY"></param> /// <param name="token"></param> public virtual void MoveTokenToEmptyPos(int startGridX, int startGridY, int endGridX, int endGridY, GameObject token) { /* * The next two lines set references to the locations we're using to move the tokens. * startPos is set to the place where a token is coming from * endPos is set to the empty space's location * * The positions are converted into grid positions by gameManager.GetWorldPositionFromGridPosition. */ Vector3 startPos = gameManager.GetWorldPositionFromGridPosition(startGridX, startGridY); Vector3 endPos = gameManager.GetWorldPositionFromGridPosition(endGridX, endGridY); Vector3 pos = Vector3.Lerp(startPos, endPos, lerpPercent); token.transform.position = pos; if (lerpPercent == 1) //If the lerp percentage is complete { /* * Swap the valid token with the empty space. */ gameManager.gridArray[endGridX, endGridY] = token; gameManager.gridArray[startGridX, startGridY] = null; RepopulateScript repopulateScript = GetComponent <RepopulateScript>(); repopulateScript.AddNewTokensToRepopulateGrid(); } }
//can be overridden public virtual void Start() { tokenTypes = (Object[])Resources.LoadAll("_Core/Tokens/"); //grabbing prefabs gridArray = new GameObject[gridWidth, gridHeight]; //creating the grid MakeGrid(); //populating the grid matchManager = GetComponent <MatchManagerScript>(); //assigning scripts to variables inputManager = GetComponent <InputManagerScript>(); repopulateManager = GetComponent <RepopulateScript>(); moveTokenManager = GetComponent <MoveTokensScript>(); }
public virtual void Start() { tokenTypes = (Object[])Resources.LoadAll("_Core/Tokens/"); gridArray = new GameObject[gridWidth, gridHeight]; MakeGrid(); matchManager = GetComponent <MatchManagerScript>(); inputManager = GetComponent <InputManagerScript>(); repopulateManager = GetComponent <RepopulateScript>(); moveTokenManager = GetComponent <MoveTokensScript>(); }
public virtual void Start() { //load the tokens, make the grid, and create references to the other scripts tokenTypes = (Object[])Resources.LoadAll("Tokens/"); gridArray = new GameObject[gridWidth, gridHeight]; MakeGrid(); matchManager = GetComponent <MatchManagerScript>(); inputManager = GetComponent <InputManagerScript>(); repopulateManager = GetComponent <RepopulateScript>(); moveTokenManager = GetComponent <MoveTokensScript>(); }
public virtual void Start() { tokenTypes = Resources.LoadAll("Tokens/"); gridArray = new GameObject[gridWidth, gridHeight]; MakeGrid(); matchManager = GetComponent <MatchManagerScript>(); Debug.Assert(matchManager != null, "Attach a match manager to this object."); inputManager = GetComponent <InputManagerScript>(); repopulateManager = GetComponent <RepopulateScript>(); moveTokenManager = GetComponent <MoveTokensScript>(); }
public virtual void Awake() { tokenTypes = (UnityEngine.Object[])Resources.LoadAll("Tokens/"); noteSprites = Resources.LoadAll <Sprite>("Sprites/Note sprites"); gridArray = new GameObject[gridWidth, gridHeight]; matchManager = GetComponent <MatchManagerScript>(); inputManager = GetComponent <InputManagerScript>(); repopulateManager = GetComponent <RepopulateScript>(); moveTokenManager = GetComponent <MoveTokensScript>(); numberManager = GetComponent <NumberManager>(); stringGraphic = Resources.Load("String") as GameObject; timeBetweenBeats = 60.0f / bpm; music = GameObject.Find(SPEAKER_OBJ).GetComponent <AudioSource>(); healthText = transform.root.Find(UI_CANVAS).Find(HEALTH_TEXT).GetComponent <Text>(); MakeGrid(); ChangeGridDuplicates(); }
public virtual void Start() { //load the tokens, make the grid, and create references to the other scripts tokenTypes = (UnityEngine.Object[])Resources.LoadAll("Tokens/"); dummySprites = Resources.LoadAll <Sprite>("Sprites/Dummy sprites"); gridArray = new GameObject[gridWidth, gridHeight]; matchManager = GetComponent <MatchManagerScript>(); inputManager = GetComponent <InputManagerScript>(); repopulateManager = GetComponent <RepopulateScript>(); moveTokenManager = GetComponent <MoveTokensScript>(); scoreManager = transform.root.Find("Score canvas").Find("Score").GetComponent <ScoreManager>(); stringGraphic = Resources.Load("String") as GameObject; MakeGrid(); ChangeGridDuplicates(); SceneManager.LoadScene(INSTRUCTION_SCENE_NAME, LoadSceneMode.Additive); winLoseManager = GetComponent <WinLoseManager>(); chordsRemaining = transform.root.Find(SCORE_CANVAS).Find(CHORDS_REMAINING).GetComponent <Text>(); ChordsPlayed = 0; //set the text correctly at the start of the game scoreRequired = transform.root.Find(SCORE_CANVAS).Find(SCORE_REQUIRED).GetComponent <Text>(); scoreRequired.text = winLoseManager.ScoreToWin + " to win"; }
public virtual void Start() { _tokenTypes = Resources.LoadAll("ChessPieces/"); gridArray = new GameObject[gridWidth, gridHeight]; MakeGrid(); if (playerColor == ChessPiece.PieceColor.Black) { opponentColor = ChessPiece.PieceColor.White; } else { opponentColor = ChessPiece.PieceColor.Black; } matchManager = GetComponent <MatchManagerScript>(); inputManager = GetComponent <InputManagerScript>(); repopulateManager = GetComponent <RepopulateScript>(); moveTokenManager = GetComponent <MoveTokensScript>(); opponentController = GetComponent <OpponentController>(); }
public static RepopulateScript instance; //ADDED this //protected GameManagerScript gameManager; //ADDED this public void Awake() { instance = this; }