void Start() { map = FindObjectOfType <MapTiles>(); ui = FindObjectOfType <UiShapeManager>(); }
// Use this for initialization void Awake() { board = FindObjectOfType <BoardManager>(); solutionFinder = FindObjectOfType <FindSolution>(); ui = FindObjectOfType <UiShapeManager>(); /* * matrix = new int[5, 5] { * {1,0,1,0,1}, * {0,1,0,1,0}, * {1,0,1,0,1}, * {0,1,0,1,0}, * {1,0,1,0,1}, * };*/ /* * matrix = new int[5, 5] { * {1,1,1,1,1}, * {1,1,1,1,1}, * {1,1,0,1,1}, * {1,1,1,1,1}, * {1,1,1,1,1} * };*/ mapSizeX = 5; mapSizeY = 5; List <BoardManager.ShapeToComplete> temp = new List <BoardManager.ShapeToComplete>(); temp.Add(new BoardManager.ShapeToComplete(new Shape.Rectangle(false))); temp.Add(new BoardManager.ShapeToComplete(new Shape.Diamond(true))); temp.Add(new BoardManager.ShapeToComplete(new Shape.Rectangle(true))); matrix = new int[5, 5] { { 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1 } }; levels.Enqueue(new GameManager.Level(mapSizeX, mapSizeY, matrix, temp)); temp.Clear(); mapSizeX = 5; mapSizeY = 5; temp.Add(new BoardManager.ShapeToComplete(new Shape.Rectangle(true))); temp.Add(new BoardManager.ShapeToComplete(new Shape.Rectangle(false))); temp.Add(new BoardManager.ShapeToComplete(new Shape.Rectangle(true))); matrix = new int[5, 5] { { 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1 }, { 1, 1, 0, 1, 1 }, { 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1 } }; levels.Enqueue(new GameManager.Level(mapSizeX, mapSizeY, matrix, temp)); matrix = new int[3, 3] { { 1, 1, 1 }, { 1, 1, 1 }, { 1, 1, 1 } }; //matrix = new int[mapSizeX, mapSizeY]; ////int _w,int _h,string _seed,bool _useSeed,int _fill,ref int[,] _map //LevelGeneration gen = new LevelGeneration(mapSizeX, mapSizeY, seed, useRandomSeed, randomFillPercent, ref matrix); //gen.GenerateMap(); //GenerateMapData(matrix); //GenerateVisuals(); //GenerateGraph(); ////FindAllTriangles(new Vector2(0,0),new Vector2(mapSizeX,mapSizeY)); //PlaceCamera(); LoadLevel(); }