/*public void GoToMainMenu()
     * {
     *  SMController.SetTrigger("GoToMainMenu");
     * }
     * public void GoToInit()
     * {
     *  SMController.SetTrigger("GoToInit");
     * }*/



    /// <summary>
    /// funzione che mi iscrive a tutti gli eventi
    /// </summary>
    public void SetupManager()
    {
        vfx          = FindObjectOfType <VfxManager>();
        lm           = GetComponent <LifeManager>();
        lm           = FindObjectOfType <LifeManager>();
        tm           = FindObjectOfType <TurnManager>();
        hud          = FindObjectOfType <HudManagerTest>();
        mc           = FindObjectOfType <MainMenùController>();
        acm          = FindObjectOfType <ActionMenuController>();
        sc           = FindObjectOfType <SelectionController>();
        stateMachine = FindObjectOfType <FlowSM>();
        _player      = FindObjectOfType <Player>();
        sc2          = FindObjectOfType <SelectControllerP2>();
        buttNav      = FindObjectOfType <ButtonNavigation>();

        musicGame  = GameObject.FindGameObjectWithTag("MusicBattle");
        musicMenu  = GameObject.FindGameObjectWithTag("MusicGame");
        animDragon = GameObject.FindGameObjectWithTag("Dragon");
        hudUnit    = GameObject.FindGameObjectWithTag("HUDUnit1");
        hudUnit2   = GameObject.FindGameObjectWithTag("HUDUnit2");
    }
Beispiel #2
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 public void SetUp()
 {
     StateMachine = FindObjectOfType <FlowSM>();
     Scenemg      = FindObjectOfType <MySceneManager>();
     UI           = FindObjectOfType <UIManager>();
 }
Beispiel #3
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 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     SceneManager.sceneLoaded += Test;
     SM = GameManager.singleton.StateMachine;
     GameManager.singleton.currentColl = 0;
 }