void Start()
    {
        // Get the references to the required objects
        _gci = GetComponentInParent<GameControllerInput>();
        _mcc = GetComponentInParent<MainCameraController>();
        _cameraAnimator = GetComponent<Animator>();

        // Stops the input
        _gci.ResumeInput();
    }
Ejemplo n.º 2
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    /// <summary>
    /// Unity's method called when this entity is created, even if it is disabled.
    /// </summary>
    void Awake()
    {
        // Looks for the independent controller component
        _independentControl = FindObjectOfType<GameControllerIndependentControl>();

        // Looks for the independent controller component
        _inputControl = FindObjectOfType<GameControllerInput>();

        // Get component depth of field
        _dof = GetComponent<DepthOfField>();

        // Sets the camera's target to the current character
        SetObjective(_independentControl.currentCharacter);
    }
Ejemplo n.º 3
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    public void Awake()
    {
        waitFrame = false;

        _menuPanel = new Stack<MenuInstance>();
        //open a menu if indicated
        if (startWithMenu != Menu.NONE) {
            OpenMenu(startWithMenu);
        }
        DoConfirmQuitNo();

        //get the fading
        _fading = GetComponent<SceneFadeInOut>();
        //get input controller
        _gameControllerInput = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerInput>();

        backgroundImageMainMenu = backgroundMainMenu.GetComponent<RawImage>();

        //Get the scene
        GameControllerData data = GameObject.FindGameObjectWithTag(Tags.GameData).GetComponent<GameControllerData>();
        newContinueGame = data.GetLastUnlockedScene();
    }
Ejemplo n.º 4
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    void Start()
    {
        // Get reference to input controller
        _gci = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerInput>();
        // Get reference to independent control
        _gcic = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerIndependentControl>();
        // Get reference to level transition controller
        _levelTransitionController = GetComponent<LevelTransitionController>();

        if (_data == null) {
            _nextScene = new Scene();
            Debug.LogWarning("Next Scene not setted, using Menu by default, please, assign an scene");
            _nextScene.name = "Menu";

        } else {
            string nameScene = SceneManager.GetActiveScene().name;
            _nextScene = _data.GetNextScene(nameScene, out _nextLevel);
            _actualLevel = _data.GetInfoScene(nameScene);

            if (_nextScene==null) {
                _nextScene = _data.GetDefaultScene();
                _nextScene.name = "Thanks";
            }
        }
    }