<commit_before>using UnityEngine;
using System.Collections;
using strange.extensions.context.impl;
using strange.extensions.signal.impl;
using strange.extensions.command.impl;

namespace reversi.game
{
	class GameStartupCommand : Command
	{
		[Inject]
		public IResources resources { get; set; }

		[Inject]
		public IGameObject gameObject { get; set; }

		[Inject]
		public SetInitialStateSignal initialStateSignal { get; set; }

		override public void Execute ()
		{
			GameObject diskPrefab = resources.Load<GameObject>("Prefabs/Disk");

			for (int row = 0; row < 4; row++) {
				for (int col = 0; col < 4; col++) {
					GameObject cur = (GameObject)gameObject.Instantiate (diskPrefab);
					cur.transform.position = new Vector3 (1f * col, 1f * row, 10f);
				}
			}

			initialStateSignal.Dispatch ();
		}
	}<commit_msg>GameStartupCommand now uses GameConfig for number of rows and cols.<commit_after>using UnityEngine;
using System.Collections;
using strange.extensions.context.impl;
using strange.extensions.signal.impl;
using strange.extensions.command.impl;

namespace reversi.game
{
	class GameStartupCommand : Command
	{
		[Inject]
		public IResources resources { get; set; }

		[Inject]
		public IGameObject gameObject { get; set; }

		[Inject]
		public SetInitialStateSignal initialStateSignal { get; set; }

		override public void Execute ()
		{
			GameObject diskPrefab = resources.Load<GameObject>("Prefabs/Disk");

			for (int row = 0; row < GameConfig.NumGridRows; row++) {
				for (int col = 0; col < GameConfig.NumGridCols; col++) {
					GameObject cur = (GameObject)gameObject.Instantiate (diskPrefab);
					cur.transform.position = new Vector3 (1f * col, 1f * row, 10f);
				}
			}

			initialStateSignal.Dispatch ();
		}
	}
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