Beispiel #1
0
    public void Awake()
    {
        m_par = 3;
        RenderSettings.ambientLight = ambientColor;


        //unpause the game
        GameConfig.setPaused(false);
        ScoreState ss = (ScoreState)GameObject.FindObjectOfType(typeof(ScoreState));

        if (ss)
        {
            m_scoreStateGO = ss.gameObject;
        }
        //if its levle 1 reset the scores.
        int holeIndex = getHoleNomUsingCourse();

//		Debug.Log("holeIndex"+holeIndex);
        if (holeIndex == 1)
        {
            setScoreForHole(getHoleNomUsingCourse(), currentNumberOfStrokes);
            setTotalScore(0);
//			m_totalScore=0;
            m_totalPar = 0;
        }
        else
        {
//			m_totalScore = getTotalScore();
        }
        ParScript ps = (ParScript)GameObject.FindObjectOfType(typeof(ParScript));

        if (ps)
        {
            m_par = ps.par;
            setParForHole(getHoleNomUsingCourse(), m_par);
            m_totalPar += m_par;
        }
        else
        {
            setParForHole(getHoleNomUsingCourse(), m_par);
        }


        //get a ref to the gamescript!
        GameObject go = GameObject.FindWithTag("Player");

        if (go)
        {
            m_ballScript = go.GetComponent <BallScript>();
        }

        GameManager.enterState(GameScript.State.INIT.ToString());
    }
    void createNewScenes()
    {
        //string oringal = EditorApplication.currentScene;
        string oringal = EditorSceneManager.GetActiveScene().name;

        string[] path = EditorApplication.currentScene.Split('.');
        string   dir  = getDir();
        Material mat  = RenderSettings.skybox;

        for (int i = 0; i < 18; i++)
        {
            Directory.CreateDirectory(path[0]);

            Debug.Log("path" + dir);
            string sceneName  = path[0] + "/Hole" + i.ToString("00") + ".unity";
            string prefabName = dir + "/Hole" + i + ".prefab";
            //EditorApplication.NewScene();
            EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
            ParScript ps = (ParScript)GameObject.FindObjectOfType(typeof(ParScript));
            if (ps)
            {
                //	ps.par = m_par[i];
            }
            DestroyImmediate(Camera.main.gameObject);
            GameObject newObject = new GameObject();
            Light      light0    = newObject.AddComponent <Light>();
            newObject.transform.rotation = Quaternion.Euler(45, 45, 0);
            if (light0)
            {
                light0.type = LightType.Directional;
            }
            Instantiate(Resources.Load("MiniGolf/StartUp"), Vector3.zero, Quaternion.identity);

            float precent = i / 17f;
            EditorUtility.DisplayProgressBar("Creating Scenes", "Shows progress", precent);

            GameObject go1 = (GameObject)AssetDatabase.LoadAssetAtPath(prefabName, typeof(GameObject));
            RenderSettings.skybox = mat;
            if (go1)
            {
                Instantiate(go1, Vector3.zero, Quaternion.identity);
            }
            EditorApplication.SaveScene(sceneName);
        }
        EditorUtility.ClearProgressBar();
        //EditorApplication.OpenScene(oringal);
        EditorSceneManager.OpenScene(oringal);
    }
Beispiel #3
0
    public void changeHole()
    {
        m_prefab = loadPrefab(m_prevObjects);
        ParScript ps = (ParScript)GameObject.FindObjectOfType(typeof(ParScript));

        if (ps)
        {
            DestroyImmediate(ps.gameObject);
        }
        if (m_parentObject)
        {
            DestroyImmediate(m_parentObject);
        }
        m_parentObject = GameObject.Find("Hole" + m_selectedHole);
        GameObject g0 = loadPrefab(m_selectedHole);

        if (g0 == null)
        {
            if (m_childObject)
            {
                m_childObject.SetActive(true);
            }
            m_parentObject      = new GameObject();
            m_parScript         = m_parentObject.AddComponent <ParScript>();
            m_parentObject.name = "Hole" + m_selectedHole;
        }
        else
        {
            GameObject go = (GameObject)Instantiate(g0, Vector3.zero, Quaternion.identity);
            if (go)
            {
                go.name = "Hole" + m_selectedHole;
            }
            m_parScript                = (ParScript)GameObject.FindObjectOfType(typeof(ParScript));
            m_parentObject             = go;
            Selection.activeGameObject = (GameObject)m_parentObject;
            m_prevObjects              = m_selectedHole;
        }
        if (m_parScript)
        {
            m_par = m_parScript.par;
        }
        Selection.activeGameObject = (GameObject)m_parentObject;

        init();
    }
    public void Awake()
    {
        m_par = 3;
        RenderSettings.ambientLight = ambientColor;
        m_courceController          = (CourceController)GameObject.FindObjectOfType(typeof(CourceController));
        //unpause the game
        GameConfig.setPaused(false);
        ScoreState ss = (ScoreState)GameObject.FindObjectOfType(typeof(ScoreState));

        if (ss)
        {
            m_scoreStateGO = ss.gameObject;
        }
        //if its levle 1 reset the scores.
        int holeIndex = getHoleNomUsingCourse();

        if (holeIndex == 1)
        {
            setScoreForHole(getHoleNomUsingCourse(), currentNumberOfStrokes);
            setTotalScore(0);
            //          m_totalScore=0;
            m_totalPar = 0;
        }
        else
        {
            //          m_totalScore = getTotalScore();
        }
        ParScript ps = (ParScript)GameObject.FindObjectOfType(typeof(ParScript));

        if (ps)
        {
            m_par = ps.par;
            setParForHole(getHoleNomUsingCourse(), m_par);
            m_totalPar += m_par;
        }
        else
        {
            setParForHole(getHoleNomUsingCourse(), m_par);
        }
        GameManager.enterState(GameScript.State.INIT.ToString());
    }
Beispiel #5
0
	public void changeHole()
	{
		m_prefab = loadPrefab(m_prevObjects);
		ParScript ps = (ParScript)GameObject.FindObjectOfType(typeof(ParScript));
		if(ps)
		{
			DestroyImmediate( ps.gameObject);

		}
		if(m_parentObject)
		{
			DestroyImmediate( m_parentObject);
		}
		m_parentObject = GameObject.Find("Hole" + m_selectedHole);
		GameObject g0 = loadPrefab(m_selectedHole);
		
		if(g0==null)
		{
			if(m_childObject)
			{
				m_childObject.SetActive(true);
			}
			m_parentObject = new GameObject();
			m_parScript = m_parentObject.AddComponent<ParScript>();
			m_parentObject.name = "Hole" + m_selectedHole;
		}else{
			GameObject go = (GameObject)Instantiate(g0,Vector3.zero,Quaternion.identity);
			if(go)
			{
				go.name = "Hole" + m_selectedHole;
				
				
			}
			m_parScript = (ParScript)GameObject.FindObjectOfType(typeof(ParScript));
			m_parentObject = go;
			Selection.activeGameObject = (GameObject)m_parentObject;
			m_prevObjects = m_selectedHole;
			
		}
		if(m_parScript)
		{
			m_par = m_parScript.par;
		}
		Selection.activeGameObject = (GameObject)m_parentObject;
		
		init();
	}