Ejemplo n.º 1
0
    // ------------------------------------- Gamer info stuffs. Keep track of how often they pass, I guess?
    void Awake()
    {
        IO_Settings.FLOAD_SETTINGS();
        IO_GamerInfo.FLoadGamerData();

        TDC_EventManager.FRemoveAllHandlers();
    }
Ejemplo n.º 2
0
    void Start()
    {
        IO_Settings.FLOAD_SETTINGS();

        refAudioManager.OnBackToNormal();

        // true == include inactive.
        mScreens = GetComponentsInChildren <MN_Screen>(true);
    }
Ejemplo n.º 3
0
    void Start()
    {
        IO_Settings.FLOAD_SETTINGS();

        mSLDMoveSpd.value         = IO_Settings.mSet.lPlayerData.mMoveSpd;
        mSLDAccRate.value         = IO_Settings.mSet.lPlayerData.mAccRate;
        mSLDMaxThrowPow.value     = IO_Settings.mSet.lPlayerData.mThrowSpd;
        mSLDReleaseTime.value     = IO_Settings.mSet.lPlayerData.mReleaseTime;
        mSLDLookSensitivity.value = IO_Settings.mSet.lLookSensitity;
        mSLDMovementPenalty.value = IO_Settings.mSet.lMovementPenalty;
        mSLDLookPenalty.value     = IO_Settings.mSet.lLookPenalty;
        mSLDInaccuracyBias.value  = IO_Settings.mSet.lInaccuracyBias;
        mSLDMasterVolume.value    = IO_Settings.mSet.lMasterVolume;
    }
Ejemplo n.º 4
0
    void Start()
    {
        IO_DefPlays.FLOAD_PLAYS();
        IO_PlayList.FLOAD_PLAYS();
        IO_RouteList.FLOAD_ROUTES();
        IO_Settings.FLOAD_SETTINGS();
        IO_ZoneList.FLOAD_ZONES();

        mDebugText.text = "Loading in stuffs";

        // IO_RouteList.FWRITE_ALL_ROUTES_AS_TEXT();
        DeleteOldFilesFromPlayArtDirectories();
        TransferCurrentFormationsAndPlaysIntoPlayArtDirectories();

        mDebugText.text = "Should have transfered text files with formation and plays";

        mState = SplashState.SLOGO;
        mAudioMixer.SetFloat("MASTER_VOLUME", IO_Settings.mSet.lMasterVolume);

        ENTER_Logo();
    }
Ejemplo n.º 5
0
    void Start()
    {
        cPlaySetter  = GetComponent <PRAC_SetUpPlay>();
        cShowDefence = GetComponent <PRAC_ShowDefense>();

        mState         = PRAC_STATE.SPOST_PLAY;
        mPreSnapState  = PRESNAP_STATE.SREADYTOSNAP;
        mPickPlayState = PICKPLAY_STATE.SOFFENSE;
        IO_PlayList.FLOAD_PLAYS();
        IO_DefPlays.FLOAD_PLAYS();
        IO_ZoneList.FLOAD_ZONES();

        IO_RouteList.FLOAD_ROUTES();

        PRS_AssignMan.FLOAD_PRIORITIES();

        // Won't affect the build, but will affect the editor.
        IO_Settings.FLOAD_SETTINGS();
        // IO_RouteList.FCONVERT_TO_TEXT_FILES();
        // IO_PlayList.FCONVERT_TO_TEXT_FILES();
        // IO_DefPlays.FCONVERT_TO_TEXT_FILES();
        // IO_ZoneList.FCONVERT_TO_TEXT_FILES();
        MN_PauseScreen.SetActive(false);
    }
Ejemplo n.º 6
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 void Awake()
 {
     IO_Settings.FLOAD_SETTINGS();
     IO_DefPlays.FLOAD_PLAYS();
     IO_ZoneList.FLOAD_ZONES();
 }
Ejemplo n.º 7
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 void Awake()
 {
     IO_Settings.FLOAD_SETTINGS();
 }
Ejemplo n.º 8
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 public void BT_SaveNewSettings()
 {
     IO_Settings.FWRITE_SETTINGS();
 }
Ejemplo n.º 9
0
 void Awake()
 {
     IO_Settings.FLOAD_SETTINGS();
     IO_RouteList.FLOAD_ROUTES();
     TDC_EventManager.FRemoveAllHandlers();
 }
Ejemplo n.º 10
0
 void Start()
 {
     IO_Settings.FLOAD_SETTINGS();
 }