private void Start() { // is geloof ik beter voor performance dan telkens iets.instance te gebruiken //audioManager = AudioManager.Instance; audioManager = V3AudioManager.Instance; controller = V3Controller.Instance; blockManager = V3BlockManager.Instance; // stel het grid en de bounds in gridWidth = controller.gridWidth; gridHeight = controller.gridHeight; grid = new Transform[gridWidth, gridHeight]; UpdateOrigins(gridWidth, gridHeight); SetLineRendererPositions(); // voeg minos toe aan pool blockManager.AddNMinos(gridWidth * gridHeight); // was eerst globaal, maar dat is nu niet meer nodig, omdat de tetromino naar zijn startpositie kan springen Vector3 tetrominoSpawnPosition = new Vector3(bounds.topLeft.x + (bounds.topRight.x - bounds.topLeft.x) / 2, bounds.topLeft.y, bounds.topLeft.z); // maak tetromino aan tetromino = Instantiate(tetrominoPrefab, tetrominoSpawnPosition, Quaternion.identity).GetComponent <V3Tetromino>(); tetromino.player = this; otherPlayer = controller.player1 == this ? controller.player2 : controller.player1; controller.SpawnBall(this); verMoveSpeed = verMoveStartSpeed; }
private void Start() { blockManager = V3BlockManager.Instance; SetStartPosition(transform.position); GetNewShape(); }