Beispiel #1
0
    // Use this for initialization
    IEnumerator Start()
    {
        yield return(new WaitForFixedUpdate());

        // Allocations
        PlayerScripts      = new GPlayer[GInputManager.NumConnectedControllers];
        PlayerInfos        = new FPlayerInfo[GInputManager.NumConnectedControllers];
        PlayerActions      = new GPlayerActions[GInputManager.NumConnectedControllers];
        PlayerTextureSizes = new Vector2[GInputManager.NumConnectedControllers];

        // GameObject and Script setup
        PlayerObjects = GameObject.FindGameObjectsWithTag("Player");
        for (int PlayerObjectIdx = 0; PlayerObjectIdx < PlayerObjects.Length; ++PlayerObjectIdx)
        {
            PlayerScripts[PlayerObjectIdx] = PlayerObjects[PlayerObjectIdx].GetComponent <GPlayer>();
            PlayerActions[PlayerObjectIdx] = PlayerObjects[PlayerObjectIdx].GetComponent <GPlayerActions>();
            PlayerInfos[PlayerObjectIdx]   = PlayerScripts[PlayerObjectIdx].GetPlayerInfo();

            SpriteRenderer SprtRenderer = PlayerObjects[PlayerObjectIdx].GetComponent <SpriteRenderer>();
            PlayerTextureSizes[PlayerObjectIdx] = new Vector2(SprtRenderer.bounds.size.x, SprtRenderer.bounds.size.y);

            Debug.Log(PlayerTextureSizes[PlayerObjectIdx]);
        }

        PersistentData = GameObject.Find("PersistentData").GetComponent <GPersistentData>();

        HealthBarWidth   = (int)(Healthbars[0].width * HealthBarScale);
        HealthBarHeight  = (int)(Healthbars[0].height * HealthBarScale);
        HealthBarPadding = 5;

        bInitialized = true;
    }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        PersistentData = GameObject.Find("PersistentData").GetComponent <GPersistentData>();

        ScreenHalfWidth  = Screen.width / 2;
        ScreenHalfHeight = Screen.height / 2;
    }
Beispiel #3
0
    // Use this for initialization
    void Start()
    {
        PersistentData = GameObject.Find("PersistentData").GetComponent <GPersistentData>();
        InitializePlayerData();

        InputManager = GameObject.Find("InputManager").GetComponent <GInputManager>();
    }
Beispiel #4
0
    // Use this for initialization
    void Start()
    {
        // GameObject finds
        PersistentDataObject = GameObject.Find("PersistentData").GetComponent <GPersistentData>();

        // Late Allocations
        PlayerPrefabs = new GameObject[PersistentDataObject.PlayerData.Length];

        for (int PlayerIdx = 0; PlayerIdx < PersistentDataObject.PlayerData.Length; ++PlayerIdx)
        {
            GameObject CurrentPlayerObject = null;
            Texture2D  Texture             = PersistentDataObject.PlayerData[PlayerIdx].SelectedCharacterTexture;

            CurrentPlayerObject = GameObject.Instantiate(Resources.Load("Prefabs/Characters/PlayerPrefab")) as GameObject;
            CurrentPlayerObject.GetComponent <SpriteRenderer>().sprite = Sprite.Create(Texture, new Rect(0, 0, Texture.width, Texture.height), new Vector2(0.5f, 0.5f));

            // DEBUG::For camera testing purposes, otherwise all characters move the same way from the same input
            if (PlayerIdx > 0)
            {
                CurrentPlayerObject.GetComponent <GCharacterController>().enabled = false;
            }

            CurrentPlayerObject.name = PersistentDataObject.PlayerData[PlayerIdx].PlayerTitle;

            PlayerPrefabs[PlayerIdx] = CurrentPlayerObject;
        }

        // Determine which player controller to enable on each player object.
        for (int PlayerIdx = 0; PlayerIdx < PersistentDataObject.PlayerData.Length; ++PlayerIdx)
        {
            FCharacterSelectData PlayerInfo = PersistentDataObject.PlayerData[PlayerIdx];

            if (PlayerInfo.IsXBoxController())
            {
                GameObject.Find(PlayerInfo.PlayerTitle).GetComponent <GCharacterXboxController>().enabled = true;
            }
            else
            {
                GameObject.Find(PlayerInfo.PlayerTitle).GetComponent <GCharacterController>().enabled = true;
            }
        }

        GBattleCam BattleCamScript = Camera.main.GetComponent <GBattleCam>();

        if (BattleCamScript)
        {
            BattleCamScript.enabled = true;
        }


        DefaultTimeScale  = UnityEngine.Time.timeScale;
        GameSlowTimeScale = 0.4f;

        WeaponSpawnTime = Random.Range(30.0f, 60.0f);
    }
Beispiel #5
0
    // Use this for initialization
    void Start()
    {
        LoadedObjects = new List <GameObject>();

        /*Input Manager*/
        GameObject InputManager = Instantiate <GameObject>(Resources.Load("Prefabs/Core/InputManager") as GameObject);

        InputManager.name = "InputManager";
        LoadedObjects.Add(InputManager);

        /*Persistent Data*/
        GameObject PersistentData = Instantiate <GameObject>(Resources.Load("Prefabs/Core/PersistentData") as GameObject);

        PersistentData.name = "PersistentData";

        GPersistentData PersistentDataScript = PersistentData.GetComponent <GPersistentData>();

        PersistentDataScript.bDebugEnabled = this.bDebugEnabled;

        LoadedObjects.Add(PersistentData);

        Application.LoadLevel("Scene_StartMenu");
    }