Ejemplo n.º 1
0
    // Use this for initialization
    void Start()
    {
        player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>();
        player.gameSceneControl = this;

        levelControl = new LevelControl();
        levelControl.gameSceneControl = this;
        levelControl.player           = player;
        levelControl.oniGroupPrefab   = oniGroupPrefab;
        levelControl.Create();

        resultControl = new ResultControl();

        gameUIControl = GameUIControl.Instance;
        scoreControl  = gameUIControl.scoreControl;

        result.oniDefeatNum    = 0;
        result.evaluationCount = new int[(int)Evaluation.Num];
        result.rank            = 0;
        result.score           = 0;
        result.scoreMax        = 0;

        for (int i = 0; i < result.evaluationCount.Length; i++)
        {
            result.evaluationCount[i] = 0;
        }

        fadeControl = FadeControl.Instance;
        fadeControl.Fade(3.0f, new Color(0, 0, 0, 1.0f), new Color(0, 0, 0, 0));

        nextState = State.Start;
    }
Ejemplo n.º 2
0
    // Store some components
    void Start()
    {
        GameObject gC = GameObject.FindGameObjectWithTag("GameController");

        gameUICtrl = gC.GetComponent <GameUIControl> ();
        tiling     = gC.GetComponent <ScreenTilingCtrl> ();
    }
Ejemplo n.º 3
0
 // Use this for initialization
 void Awake()
 {
     TimeLeft = ShimmerTime;
     changeState(STATE_EMERGE_IDLE);
     animator    = this.GetComponent <Animator>();
     gamedisplay = GameObject.FindGameObjectWithTag("Game Display").GetComponent <GameDisplay>();
     GUC         = GameObject.Find("Canvas/Game UI").GetComponent <GameUIControl>();
 }
Ejemplo n.º 4
0
    void Awake()
    {
        movementController  = GetComponent <PlayerMovementController>();
        animationController = GetComponent <PlayerAnimationController>();
        actionsController   = GetComponent <PlayerActionsController>();
        cameraControl       = GetComponent <PlayerCameraController>();
        entityTarget        = this.GetComponentInChildren <EntityTargetingSystem>();
        uiControl           = GameObject.Find("UI").GetComponent <GameUIControl>();

        weaponInst         = new ItemInstance();
        weaponInst.itemID  = baseWeapon.itemID;
        weaponInst.quality = baseQuality;
        attackAction       = GetWeapon().attackDetails;

        armorInst         = new ItemInstance();
        armorInst.itemID  = baseArmor.itemID;
        armorInst.quality = baseQuality;

        artifactInst         = new ItemInstance();
        artifactInst.itemID  = baseArtifact.itemID;
        artifactInst.quality = baseQuality;
    }
Ejemplo n.º 5
0
    bool emg;       // Does the grid need to emerge?

    public void InitializeDisplay()
    {
        ldatabase   = GameObject.FindGameObjectWithTag("Level Database").GetComponent <LevelDatabase>();
        GUC         = GameObject.Find("Canvas").transform.FindChild("Game UI").GetComponent <GameUIControl>();
        ruleDisplay = GameObject.Find("Canvas").transform.FindChild("Game UI/Rules Panel/Rules Container Panel").GetComponent <RuleDisplay>();

        sounds  = GetComponents <AudioSource>();
        explode = sounds[0];
        ding    = sounds[1];

        levelnumber  = 0;
        currentlevel = ldatabase.levels[levelnumber];
        answerKey    = currentlevel.levAnswerKey;
        wallList     = currentlevel.levWalls;
        gamegrid     = currentlevel.levGameGrid;

        levCol = currentlevel.levCol;
        levRow = currentlevel.levRow;

        MAX = GlobalControl.control.NumOfLevels;

        drawLevel = true;
    }