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Jun 17th, 2018
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  1. float group_pos = 0, sym_pos = 0;
  2.  
  3. for (int i = 0; i < 5; i++)
  4. {
  5. group_pos = (GameUtility.getInstance().gameAreaX + (i * GameUtility.getInstance().reelGapX) + (i * ReelSymbol.REEL_SYMBOL_WIDTH)) + (ReelSymbol.REEL_SYMBOL_WIDTH / 2);
  6.  
  7. for (int j = 0; j < 7; j++)
  8. {
  9. sym_pos = (GameUtility.getInstance().gameAreaY - (j * ReelSymbol.REEL_SYMBOL_HEIGHT)) - (ReelSymbol.REEL_SYMBOL_HEIGHT / 2);
  10.  
  11. m_reelSymbolGroup[i].group_id = i;
  12. m_reelSymbolGroup[i].next_group_id = i + 1;
  13. m_reelSymbolGroup[i].syms_per_second = 25;
  14. m_reelSymbolGroup[i].num_syms_to_spin = 0;
  15. m_reelSymbolGroup[i].interval_units = 0.08f;
  16. m_reelSymbolGroup[i].spin_state = SPIN_STATE.SPIN_NOT_STARTED;
  17. m_reelSymbolGroup[i].spin_direction = SPIN_DIR_DOWN;
  18. m_reelSymbolGroup[i].symbols[j] = m_reelVisibleSymbols[(i + 10) * 5 + j + 10];
  19. m_reelSymbolGroup[i].symbols[j].units_spun = 0;
  20. m_reelSymbolGroup[i].symbols[j].default_pos[0] = group_pos;
  21. m_reelSymbolGroup[i].symbols[j].default_pos[1] = sym_pos;
  22. m_reelSymbolGroup[i].symbols[j].current_pos[0] = group_pos;
  23. m_reelSymbolGroup[i].symbols[j].current_pos_x = group_pos;
  24. m_reelSymbolGroup[i].symbols[j].current_pos_y = sym_pos;
  25. //Debug.Log("WTH: " + i + ", " + m_reelSymbolGroup[0].symbols[5].current_pos[0]);
  26. Debug.Log("WTH: " + i + ", " + m_reelSymbolGroup[0].symbols[5].current_pos_x);
  27. //Debug.Log("make sense " + i + ", " + j + ", " + group_pos + " " + sym_pos);
  28. m_reelSymbolGroup[i].symbols[j].current_pos[1] = sym_pos;
  29. }
  30. }
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