/*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"); }
public void SetUp() { StateMachine = FindObjectOfType <FlowSM>(); Scenemg = FindObjectOfType <MySceneManager>(); UI = FindObjectOfType <UIManager>(); }
// 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; }