privateboolm_hasReceivedTargetSequence=false;// TODO: Perhaps split up members by client vs. host?
privateulongm_localId;
privateboolm_canAnimateTargets=false;
m_targetSequence.Add(symbolsForThisGame[2]);
// Then, ensure that the target sequence is present in order throughout most of the full set of symbols to spawn.
intnumTargetSequences=k_symbolCount/6;// About 1/2 of the 3 symbols will be definitely part of the target sequence.
intnumTargetSequences=(int)(k_symbolCount*2/3f)/3;// About 2/3 of the symbols will be definitely part of the target sequence.
for(;numTargetSequences>=0;numTargetSequences--)
{m_fullSequence.Add(m_targetSequence[2]);// We want a List instead of a Queue or Stack for faster insertion, but we will remove indices backwards so as to not reshift other entries.
m_fullSequence.Add(m_targetSequence[1]);
m_canAnimateTargets=true;
ScaleTargetUi(m_localId,0);
}
}
/// <summary>
/// Used for the binary space partition (BSP) algorithm, which makes alternating "cuts" to subdivide rectangles.
/// </summary>
privatestructRectCut
{
publicRectrect;
// The spawn region will be much taller than it is wide, so we'll do more horizontal cuts (instead of just alternating between horizontal and vertical).