private void SetObjectsData(List <CellData> mainObjects, List <CellData> overlayObjects, GameMode gMode) { List <CellData> cdl = mainObjects; if (cdl != null && cdl.Count > 0) { cdl.ForEach((c) => { if (ok(c.Row, c.Column)) { Rows[c.Row][c.Column].SetMainObject(goSet.GetMainObject(c.ID), BubleRadius, gMode); } }); } cdl = overlayObjects; if (cdl != null && cdl.Count > 0) { cdl.ForEach((c) => { if (ok(c.Row, c.Column)) { Rows[c.Row][c.Column].SetOverlay(goSet.GetOverlayObject(c.ID)); } }); } }
/// <summary> /// return match object from lcset array match objects array /// </summary> /// <returns></returns> public MatchObjectData GetMatchRandomObject() { if (lcSet.matchObjects != null && lcSet.matchObjects.Count > 0) { int id = lcSet.matchObjects[UnityEngine.Random.Range(0, lcSet.matchObjects.Count)]; MatchObjectData mod = goSet.GetMainObject(id); if (mod != null) { return(mod); } } return(goSet.GetMainRandomObjects(1)[0]); }
public Sprite GetImage(GameObjectsSet mSet) { return(mSet.GetMainObject(id).GuiImage); }