void Start() { master = GameMasterController.GetMasterController(); audio_source = this.gameObject.AddComponent <AudioSource>(); sys_random = new System.Random(); }
// Start is called before the first frame update void Start() { master_controller = GameMasterController.GetMasterController(); switch_audio_source = gameObject.AddComponent <AudioSource>(); switch_audio_source.clip = switch_sound; switch_audio_source.loop = false; switch_audio_source.playOnAwake = false; switch_audio_source.volume = 1f * master_controller.audio_controller.volume_object; }
private void Start() { master_controller = GameMasterController.GetMasterController(); receiver = receiver_object.GetComponent <MapTriggerReceiverController>(); receiver.Activate += OnSwitchPress; receiver.Deactivate += OnSwitchRelease; if (move_sound != null) { audio_source = gameObject.AddComponent <AudioSource>(); audio_source.clip = move_sound; audio_source.loop = false; audio_source.playOnAwake = false; audio_source.volume = 1f * master_controller.audio_controller.volume_object; } }
// Start is called before the first frame update void Start() { master_controller = GameMasterController.GetMasterController(); switch_audio_source = gameObject.AddComponent <AudioSource>(); switch_audio_source.clip = switch_sound; switch_audio_source.loop = false; switch_audio_source.playOnAwake = false; switch_audio_source.volume = 1f * master_controller.audio_controller.volume_object; if (switch_game_var != null && switch_game_var != string.Empty) { is_pressed = master_controller.data_controller.GetGameVarBool(switch_game_var); if (is_pressed) { foreach (var switch_receiver in switch_receivers) { switch_receiver.OnActivate(); } } } }
void Start() { master = GameMasterController.GetMasterController(); }
private void Start() { master = GameMasterController.GetMasterController(); // initialise state controllers. state_default = new PlayerStateDefaultController(); state_jump = new PlayerStateJumpController(); state_water_default = new PlayerStateWaterDefaultController(); state_water_jump = new PlayerStateWaterJumpController(); state_slide = new PlayerStateSlideController(); state_dive = new PlayerStateDiveController(); state_water_dive = new PlayerStateWaterDiveController(); state_attack = new PlayerStateAttackController(); state_damage = new PlayerStateDamageController(); player_state_controllers = new Dictionary <PlayerState, IPlayerStateController>(); player_state_controllers.Add(PlayerState.player_default, state_default); player_state_controllers.Add(PlayerState.player_jump, state_jump); player_state_controllers.Add(PlayerState.player_water_default, state_water_default); player_state_controllers.Add(PlayerState.player_water_jump, state_water_jump); player_state_controllers.Add(PlayerState.player_slide, state_slide); player_state_controllers.Add(PlayerState.player_dive, state_dive); player_state_controllers.Add(PlayerState.player_water_dive, state_water_dive); player_state_controllers.Add(PlayerState.player_attack, state_attack); player_state_controllers.Add(PlayerState.player_damage, state_damage); // initialise componenets. rigid_body = this.GetComponent <Rigidbody>(); player_sphere_collider = GameObject.Find (MAIN_COLLIDER_GAME_OBJECT_NAME).GetComponent <SphereCollider>(); player_animator = this.GetComponent <Animator>(); camera_object = GameObject.FindGameObjectWithTag(GameConstants.TAG_MAIN_CAMERA); player_render = GameObject.Find(PLAYER_RENDER_GAME_OBJECT_NAME); player_renderer = this.GetComponentInChildren <SkinnedMeshRenderer>(); player_direction = GameObject.Find(PLAYER_DIRECTION_GAME_OBJECT_NAME); // add listeners. master.GameStateChange += ChangeGameState; // add components. audio_source = this.gameObject.AddComponent <AudioSource>(); audio_source_loop = this.gameObject.AddComponent <AudioSource>(); audio_source_loop.loop = true; // initialise actor attributes. damage_type = new AttributeDamageTypeData(); // initialise interface. camera_audio_manager = new CameraAudioManager(); footstep_manager = new ActorFootstepManager(); splash_manager = new ActorSplashManager(); damage_effect_manager = new ActorDamageEffectManager(); // setup. InitialisePhysicalParameters(); }
private void Start() { master = GameMasterController.GetMasterController(); player_object = GameMasterController.GetPlayerObject(); facing_controller = GetComponent <ActorFaceDirectionController>(); }