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- float group_pos = 0, sym_pos = 0;
- for (int i = 0; i < 5; i++)
- {
- group_pos = (GameUtility.getInstance().gameAreaX + (i * GameUtility.getInstance().reelGapX) + (i * ReelSymbol.REEL_SYMBOL_WIDTH)) + (ReelSymbol.REEL_SYMBOL_WIDTH / 2);
- for (int j = 0; j < 7; j++)
- {
- sym_pos = (GameUtility.getInstance().gameAreaY - (j * ReelSymbol.REEL_SYMBOL_HEIGHT)) - (ReelSymbol.REEL_SYMBOL_HEIGHT / 2);
- m_reelSymbolGroup[i].group_id = i;
- m_reelSymbolGroup[i].next_group_id = i + 1;
- m_reelSymbolGroup[i].syms_per_second = 25;
- m_reelSymbolGroup[i].num_syms_to_spin = 0;
- m_reelSymbolGroup[i].interval_units = 0.08f;
- m_reelSymbolGroup[i].spin_state = SPIN_STATE.SPIN_NOT_STARTED;
- m_reelSymbolGroup[i].spin_direction = SPIN_DIR_DOWN;
- m_reelSymbolGroup[i].symbols[j] = m_reelVisibleSymbols[(i + 10) * 5 + j + 10];
- m_reelSymbolGroup[i].symbols[j].units_spun = 0;
- m_reelSymbolGroup[i].symbols[j].default_pos[0] = group_pos;
- m_reelSymbolGroup[i].symbols[j].default_pos[1] = sym_pos;
- m_reelSymbolGroup[i].symbols[j].current_pos[0] = group_pos;
- m_reelSymbolGroup[i].symbols[j].current_pos_x = group_pos;
- m_reelSymbolGroup[i].symbols[j].current_pos_y = sym_pos;
- //Debug.Log("WTH: " + i + ", " + m_reelSymbolGroup[0].symbols[5].current_pos[0]);
- Debug.Log("WTH: " + i + ", " + m_reelSymbolGroup[0].symbols[5].current_pos_x);
- //Debug.Log("make sense " + i + ", " + j + ", " + group_pos + " " + sym_pos);
- m_reelSymbolGroup[i].symbols[j].current_pos[1] = sym_pos;
- }
- }
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