void Awake() { m_Jetpack = FindObjectOfType <Jetpack>(); DebugUtility.HandleErrorIfNullFindObject <Jetpack, JetpackCounter>(m_Jetpack, this); FillBarColorChange.Initialize(1f, 0f); }
private void Start() { m_PlayerController = FindObjectOfType <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullFindObject <PlayerCharacterController, EnemyManager>(m_PlayerController, this); enemies = new List <EnemyController>(); }
void Awake() { PlayerWeaponsManager playerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>(); DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, NotificationHUDManager>(playerWeaponsManager, this); playerWeaponsManager.onAddedWeapon += OnPickupWeapon; }
void Start() { m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler>(); DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this); m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>(); DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager>(m_PlayerHealth, this, gameObject); m_FramerateCounter = FindObjectOfType <FramerateCounter>(); DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager>(m_FramerateCounter, this); menuRoot.SetActive(false); lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity; lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged); shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable; shadowsToggle.onValueChanged.AddListener(OnShadowsChanged); invincibilityToggle.isOn = m_PlayerHealth.invincible; invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged); framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf; framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged); }
void Start() { // fetch components on the same gameObject m_Controller = GetComponent <CharacterController>(); DebugUtility.HandleErrorIfNullGetComponent <CharacterController, PlayerCharacterController>(m_Controller, this, gameObject); m_InputHandler = GetComponent <PlayerInputHandler>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerCharacterController>(m_InputHandler, this, gameObject); m_WeaponsManager = GetComponent <PlayerWeaponsManager>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerWeaponsManager, PlayerCharacterController>(m_WeaponsManager, this, gameObject); m_Health = GetComponent <Health>(); DebugUtility.HandleErrorIfNullGetComponent <Health, PlayerCharacterController>(m_Health, this, gameObject); m_Actor = GetComponent <Actor>(); DebugUtility.HandleErrorIfNullGetComponent <Actor, PlayerCharacterController>(m_Actor, this, gameObject); m_Player = FindObjectOfType <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullFindObject <PlayerCharacterController, GameFlowManager>(m_Player, this); m_Controller.enableOverlapRecovery = true; m_Health.onDie += OnDie; m_Health.onResurrect += OnResurrect; // force the crouch state to false when starting SetCrouchingState(false, true); UpdateCharacterHeight(true); }
void Start() { m_Objective = GetComponent <Objective>(); DebugUtility.HandleErrorIfNullGetComponent <Objective, ObjectiveSurviveRounds>(m_Objective, this, gameObject); m_EnemyManager = FindObjectOfType <EnemyManager>(); DebugUtility.HandleErrorIfNullFindObject <EnemyManager, ObjectiveSurviveRounds>(m_EnemyManager, this); m_EnemyManager.onRemoveEnemy += OnKillEnemy; if (mustKillAllEnemiesToAdvance) { killsToCompleteRound = m_EnemyManager.numberOfEnemiesTotal; } // set a title and description specific for this type of objective, if it hasn't one if (string.IsNullOrEmpty(m_Objective.title)) { m_Objective.title = "Eliminate " + (mustKillAllEnemiesToAdvance ? "all the" : killsToCompleteRound.ToString()) + " enemies"; } if (string.IsNullOrEmpty(m_Objective.description)) { m_Objective.description = GetUpdatedCounterAmount(); } }
void Start() { m_PlayerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>(); DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, WeaponHUDManager>(m_PlayerWeaponsManager, this); WeaponController activeWeapon = m_PlayerWeaponsManager.GetActiveWeapon(); }
private void Start() { m_GameFlowManager = FindObjectOfType <GameFlowManager> (); DebugUtility.HandleErrorIfNullFindObject <GameFlowManager, PlayerInputHandler> (m_GameFlowManager, this); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
private void Awake() { m_PlayerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>(); DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, WeaponHUDManager>(m_PlayerWeaponsManager, this); m_PlayerWeaponsManager.onAddedWeapon += AddWeapon; m_PlayerWeaponsManager.onRemovedWeapon += RemoveWeapon; m_PlayerWeaponsManager.onSwitchedToWeapon += ChangeWeapon; }
private void Start() { character = FindObjectOfType <PlayerCharacterController> (); DebugUtility.HandleErrorIfNullFindObject <PlayerCharacterController, StanceHUD> (character, this); walkController = FindObjectOfType <PlayerWalkController> (); character.onStanceChanged += OnStanceChanged; OnStanceChanged(); }
void Start() { PlayerCharacterController character = FindObjectOfType <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullFindObject <PlayerCharacterController, StanceHUD>(character, this); character.OnStanceChanged += OnStanceChanged; OnStanceChanged(character.IsCrouching); }
private void Start() { PlayerCharacterController playerCharacterController = GameObject.FindObjectOfType <PlayerCharacterController> (); DebugUtility.HandleErrorIfNullFindObject <PlayerCharacterController, PlayerHealthBar> (playerCharacterController, this); m_PlayerHealth = playerCharacterController.GetComponent <Health> (); DebugUtility.HandleErrorIfNullGetComponent <Health, PlayerHealthBar> (m_PlayerHealth, this, playerCharacterController.gameObject); }
void Start() { mainAudio = GetComponent <AudioSource>(); mm_audio = GetComponent <AudioSource>(); mainAudio.clip = bazzi; mainAudio.volume = 0.5F; mainAudio.loop = true; mainAudio.Play(); Player(); if (PhotonNetwork.IsMasterClient) { Debug.Log("IsMasterClient"); } boosterItem1.enabled = false; boosterItem2.enabled = false; boosterItem3.enabled = false; boosterState.enabled = false; cloudItem.enabled = false; rocketBar.SetActive(false); itemBox.sprite = emptyItem; if (autoFindKarts) { karts = FindObjectsOfType <ArcadeKart>(); if (karts.Length > 0) { if (!playerPrefab) { playerPrefab = karts[0]; } } DebugUtility.HandleErrorIfNullFindObject <ArcadeKart, photonManager>(playerPrefab, this); } m_ObjectiveManager = FindObjectOfType <ObjectiveManager>(); DebugUtility.HandleErrorIfNullFindObject <ObjectiveManager, photonManager>(m_ObjectiveManager, this); m_TimeManager = FindObjectOfType <TimeManager>(); DebugUtility.HandleErrorIfNullFindObject <TimeManager, photonManager>(m_TimeManager, this); AudioUtility.SetMasterVolume(1); winDisplayMessage.gameObject.SetActive(false); loseDisplayMessage.gameObject.SetActive(false); m_TimeManager.StopRace(); foreach (ArcadeKart k in karts) { Debug.Log("StopRace()"); k.SetCanMove(false); // 못 움직이이게 함 map1BoostCanStart = false; } //startButton if (!PhotonNetwork.IsMasterClient) { startButton.gameObject.SetActive(false); } startButton.onClick.AddListener(clickStartButton); }
void Start() { m_WeaponsManager = GameObject.FindObjectOfType <PlayerWeaponsManager>(); DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, CrosshairManager>(m_WeaponsManager, this); OnWeaponChanged(m_WeaponsManager.GetActiveWeapon()); m_WeaponsManager.onSwitchedToWeapon += OnWeaponChanged; }
void Start() { //m_WeaponsManager = GetComponentInParent<IS_PlayerWeaponsManager>(); DebugUtility.HandleErrorIfNullFindObject <IS_PlayerWeaponsManager, CrosshairManager>(m_WeaponsManager, this); OnWeaponChanged(m_WeaponsManager.GetActiveWeapon()); m_WeaponsManager.onSwitchedToWeapon += OnWeaponChanged; }
void OnEnable() { m_InitTime = Time.time; if (m_DisplayMessageManager == null) { m_DisplayMessageManager = FindObjectOfType <DisplayMessageManager>(); } DebugUtility.HandleErrorIfNullFindObject <DisplayMessageManager, DisplayMessage>(m_DisplayMessageManager, this); }
void Start() { m_PlayerHealth = playerLife; m_GameFlowManager = FindObjectOfType <GameFlowManager>(); DebugUtility.HandleErrorIfNullFindObject <GameFlowManager, FeedbackFlashHUD>(m_GameFlowManager, this); m_PlayerHealth.onDamaged += OnTakeDamage; m_PlayerHealth.onHealed += OnHealed; }
void Awake() { IS_PlayerCharacterController IS_PlayerCharacterController = FindObjectOfType <IS_PlayerCharacterController>(); DebugUtility.HandleErrorIfNullFindObject <IS_PlayerCharacterController, Compass>(IS_PlayerCharacterController, this); m_PlayerTransform = IS_PlayerCharacterController.transform; m_WidthMultiplier = compasRect.rect.width / visibilityAngle; m_heightOffset = -compasRect.rect.height / 2; }
void Start() { PlayerCharacterController playerCharacterController = GameObject.FindObjectOfType <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullFindObject <PlayerCharacterController, FollowPlayer>(playerCharacterController, this); m_PlayerTransform = playerCharacterController.transform; m_OriginalOffset = transform.position - m_PlayerTransform.position; }
private void Start() { m_PlayerCharacterController = GetComponent <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, PlayerInputHandler>(m_PlayerCharacterController, this, gameObject); m_GameFlowManager = FindObjectOfType <GameFlowManager>(); DebugUtility.HandleErrorIfNullFindObject <GameFlowManager, PlayerInputHandler>(m_GameFlowManager, this); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
void Start() { m_Player = FindObjectOfType <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullFindObject <PlayerCharacterController, GameFlowManager>(m_Player, this); m_ObjectiveManager = FindObjectOfType <ObjectiveManager>(); DebugUtility.HandleErrorIfNullFindObject <ObjectiveManager, GameFlowManager>(m_ObjectiveManager, this); AudioUtility.SetMasterVolume(1); }
void Start() { m_Compass = FindObjectOfType <Compass>(); DebugUtility.HandleErrorIfNullFindObject <Compass, CompassElement>(m_Compass, this); var markerInstance = Instantiate(compassMarkerPrefab); markerInstance.Initialize(this, textDirection); m_Compass.RegisterCompassElement(transform, markerInstance); }
private void LateUpdate() { m_PlayerCharacterController = GetComponent <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, PlayerInputHandler>(m_PlayerCharacterController, this, gameObject); m_GameFlowManager = FindObjectOfType <GameFlowManager>(); DebugUtility.HandleErrorIfNullFindObject <GameFlowManager, PlayerInputHandler>(m_GameFlowManager, this); m_FireInputWasHeld = GetFireInputHeld(); }
private void Start() { m_ActorsManager = GameObject.FindObjectOfType <ActorsManager>(); DebugUtility.HandleErrorIfNullFindObject <ActorsManager, Actor>(m_ActorsManager, this); //アクターとして登録します if (!m_ActorsManager.actors.Contains(this)) { m_ActorsManager.actors.Add(this); } }
private void Start() { m_TimeManager = FindObjectOfType <TimeManager>(); DebugUtility.HandleErrorIfNullFindObject <TimeManager, ObjectiveReachTargets>(m_TimeManager, this); if (m_TimeManager.IsFinite) { timerText.text = ""; } }
public void HandleGameStart(float time) { _isPlaying = true; gameIsEnding = false; currentRound = 0; _gameStartTime = Time.time; _gameEndTime = 0; _roundOngoing = true; //set roundendtime to curr time so that first round is started after timebetweenrounds seconds _roundEndTime = Time.time; difficulty = 0; if (!m_Player) { m_Player = FindObjectOfType <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullFindObject <PlayerCharacterController, GameFlowManager>(m_Player, this); } // if(!_towerDirector) // { // _towerDirector = GameObject.Find("Tower Director").GetComponent<Director>(); // if(!_towerDirector) // Debug.LogWarning("[GameFlowManager] Could not find tower director"); // } // if(!_golemDirector) // { // _golemDirector = GameObject.Find("Golem Director").GetComponent<Director>(); // if(!_golemDirector) // Debug.LogWarning("[GameFlowManager] Could not find golem director"); // } if (!_smallEnemyDirector) { _smallEnemyDirector = GameObject.Find("Small Enemy Director").GetComponent <Director>(); if (!_smallEnemyDirector) { Debug.LogWarning("[GameFlowManager] Could not find Small Enemy director"); } _smallEnemyDirector.canGenerateCredits = true; } if (!_bigEnemyDirector) { _bigEnemyDirector = GameObject.Find("Big Enemy Director").GetComponent <Director>(); if (!_bigEnemyDirector) { Debug.LogWarning("[GameFlowManager] Could not find Big Enemy director"); } _bigEnemyDirector.canGenerateCredits = true; } // if(!_chestDirector) // { // _chestDirector = GameObject.Find("Chest Director").GetComponent<Director>(); // if(!_chestDirector) // Debug.LogWarning("[GameFlowManager] Could not find chest director"); // } }
void Awake() { PlayerWeaponsManager playerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>(); DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, NotificationHUDManager>(playerWeaponsManager, this); playerWeaponsManager.onAddedWeapon += OnPickupWeapon; //Jetpack jetpack = FindObjectOfType<Jetpack>(); //DebugUtility.HandleErrorIfNullFindObject<Jetpack, NotificationHUDManager>(jetpack, this); //jetpack.onUnlockJetpack += OnUnlockJetpack; }
void Awake() { PlayerCharacterController playerCharacterController = FindObjectOfType <PlayerCharacterController>(); DebugUtility.HandleErrorIfNullFindObject <PlayerCharacterController, Compass>(playerCharacterController, this); m_PlayerTransform = playerCharacterController.transform; m_WidthMultiplier = CompasRect.rect.width / VisibilityAngle; m_HeightOffset = -CompasRect.rect.height / 2; }
private void Start() { m_ActorsManager = GameObject.FindObjectOfType <ActorsManager>(); DebugUtility.HandleErrorIfNullFindObject <ActorsManager, Actor>(m_ActorsManager, this); // Register as an actor // Agregar un actor if (!m_ActorsManager.actors.Contains(this)) { m_ActorsManager.actors.Add(this); } }
void Awake() { PlayerWeaponsManager playerWeaponsManager = FindObjectOfType <PlayerWeaponsManager>(); DebugUtility.HandleErrorIfNullFindObject <PlayerWeaponsManager, NotificationHUDManager>(playerWeaponsManager, this); playerWeaponsManager.onAddedWeapon += OnPickupWeapon; StartCoroutine(OnSceneLoad(SceneManager.GetActiveScene().name)); /* Jetpack jetpack = FindObjectOfType<Jetpack>(); * DebugUtility.HandleErrorIfNullFindObject<Jetpack, NotificationHUDManager>(jetpack, this); * jetpack.onUnlockJetpack += OnUnlockJetpack; */ }