using UnityEngine; using System.Collections.Generic; using System.Linq; public class LevelManager : MonoBehaviour { public float xScale = 1f; public float yScale = 0.8f; public float dimension = 0.6f; public GameObject hexagon; private float ratio = Mathf.Sqrt(1 - 0.5f * 0.5f); private GameState state; private List runes = new List(); // Use this for initialization void Start() { state = GameState.Instance; state.currentLevel = this; int numColumns = state.numColumns; int numRows = state.numRows; int[] runeNums = new int[numColumns * numRows]; for (int i = 0; i < numRows * numColumns; i++) { runeNums[i] = i % 26; } System.Random rnd = new System.Random(); var randomNums = runeNums.OrderBy(r => rnd.Next()) .ToArray(); GameObject hex; RuneBehaviour rune; int index = 0; float xOffset = numColumns * 1.5f * dimension / 2f; float yOffset = numRows * 1f * ratio * dimension / 2f; for (int row = 0; row < numRows; row++) { for (int col = 0; col < numColumns; col++) { hex = GameObject.Instantiate(hexagon) as GameObject; hex.transform.parent = transform; hex.transform.localScale = new Vector3(xScale, yScale, 1f); hex.transform.localPosition = new Vector3( (3f * dimension * col + 1.5f * dimension * (row % 2)) * xScale - xOffset, (row * ratio * dimension) * yScale - yOffset, 0f); hex.transform.localRotation = Quaternion.identity; rune = hex.GetComponent(); rune.SetSymbol(randomNums[index++]); runes.Add(rune); } } int numLetters = state.wordLength; foreach (Player player in state.players) { player.SetWord(WordGen.GetWord(numLetters)); } } public void PressTile(int letterNum) { foreach (Player player in state.players) { if (player.hasNextLetter(letterNum)) { //Do something if (player.hasWon()) { Debug.Log("Player won!"); //Yeah maybe don't quit at this point... Application.Quit(); } } } } // Update is called once per frame void Update() { } }