Beispiel #1
0
    void Start()
    {
        Grid = GetComponent <s_grid>();
        Grid.Initialize();
        Player = GameObject.Find("player").GetComponent <o_player>();

        GameObject       lev = GameObject.Find("Game");
        s_levelstructure l   = lev.GetComponent <s_levelstructure>();

        GameObject ingalev = GameObject.Find("InGame");

        ing = ingalev.GetComponent <s_levelstructure>();

        List <data_level> lstruct = new List <data_level>();

        lstruct = l.levels;

        if (GameObject.Find("Position") != null)
        {
            txt = GameObject.Find("Position").GetComponent <UnityEngine.UI.Text>();
        }

        //Copy all the data from the Editor's to the inGame's
        foreach (data_level da in lstruct)
        {
            ing.levels.Add(da);
        }

        levels = ing.levels;
        //De-references the original levels object so it dosen't get changed.
        l = null;
        LoadLevel();
    }
Beispiel #2
0
 protected void Start()
 {
     rend     = GetComponent <SpriteRenderer>();
     grid     = GameObject.Find("Manager").GetComponent <s_grid>();
     nodeleng = grid.GetNodeLength;
     Collider = new o_bounding_box(
         new Vector3(0, 0, 0),
         new Vector3(nodeleng, nodeleng, nodeleng));
 }
Beispiel #3
0
    void ICharacter.Intialize()
    {
        defeated      = false;
        current_item  = null;
        actionPoints  = maxActionPoints;
        health        = maxHealth;
        hasdisapeared = false;
        GameObject manager = GameObject.Find("Manager");

        if (GameObject.Find("CharacterManager") != null)
        {
            charctMnger = GameObject.Find("CharacterManager").GetComponent <s_charactermanager>();
        }

        renderer = GetComponent <SpriteRenderer>();
        grid     = manager.GetComponent <s_grid>();
        path     = manager.GetComponent <s_pathfind>();
    }
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();
        s_grid st = (s_grid)target;

        if (GUILayout.Button("Create Prefabs"))
        {
            st.Initialize();
        }

        if (st.ObjectPool != null)
        {
            EditorGUILayout.LabelField("Object pooler present.");
        }
        else
        {
            EditorGUILayout.LabelField("Object pooler not present.");
        }
    }
    private void Start()
    {
        if (GameObject.Find("Position") != null)
        {
            txt = GameObject.Find("Position").GetComponent <UnityEngine.UI.Text>();
        }

        cursor     = GameObject.Find("Cursor");
        left_bar   = GameObject.Find("<").GetComponent <Button>();
        right_bar  = GameObject.Find(">").GetComponent <Button>();
        button     = GameObject.Find("Brush").GetComponent <Button>();
        load_level = GameObject.Find("Load Level").GetComponent <Button>();
        inpfeild   = GameObject.Find("Level Name").GetComponent <InputField>();

        text = button.gameObject.transform.GetChild(0).GetComponent <Text>();
        Grid = GetComponent <s_grid>();
        Grid.Initialize();
        currentblock = Grid.BlockTypes[0];

        if (Resources.Load("Game") != null)
        {
            LevelStructureLoad();
        }
    }
Beispiel #6
0
 public void Start()
 {
     Grid = GetComponent <s_grid>();
 }
 private void Awake()
 {
     Grid  = GameObject.Find("Manager").GetComponent <s_grid>();
     stats = GameObject.Find("StatusText").GetComponent <Text>();
 }
 private void Start()
 {
     Grid = GameObject.Find("Manager").GetComponent <s_grid>();
 }