void Start() { _master = PartsDataMaster.GetInstance(); _assembleManager = AssembleManager.GetInstance(); savedText.enabled = false; CreateList(0); PartsButtonOnClick(0); }
void Start() { _playerTransform = this.transform; _rigidbody = GetComponent <Rigidbody>(); _assembleManager = AssembleManager.GetInstance(); _playerAcManager = GetComponent <AcManager>(); _playerAcManager.SetArmorPoint(_assembleManager.GetAssembledArmorPoint()); _movementVelocity = _assembleManager.GetAssembledMovementVelocity(); Cursor.lockState = CursorLockMode.Locked; }
private void Start() { _uiManager = UiManager.GetInstance(); _weaponManager = WeaponManager.GetInstance(); _assembleManager = AssembleManager.GetInstance(); var weaponId = _assembleManager.GetWeaponId(); _primary = new Weapon(_weaponManager.GetWeaponData(weaponId.primary), transform); _secondary = new Weapon(_weaponManager.GetWeaponData(weaponId.secondary), transform); _primary.ShowWeaponName(); _secondary.ShowWeaponName(); _current = _primary; _uiManager.SetWeaponName(_current.WeaponName); _uiManager.UpdateAmmoDisplay(_current.CurrentAmmo, _current.MaxAmmo); }
private void Awake() { _instance = this; #region testData var streamWriter = new StreamWriter(Application.persistentDataPath + "/UserAssembleData.json"); streamWriter.Write(assembleJson.text); streamWriter.Flush(); streamWriter.Close(); #endregion var streamReader = new StreamReader(Application.persistentDataPath + "/UserAssembleData.json"); string userdata = null; string temp = null; while ((temp = streamReader.ReadLine()) != null) { userdata += temp; } streamReader.Close(); _assembleData = JsonUtility.FromJson <AssembleData>(userdata); PartsDataArray partsarr = JsonUtility.FromJson <PartsDataArray>(partsMasterJson.text); for (int i = 0; i < partsarr.PartsDataList.Length; i++) { _partsMaster.Add(partsarr.PartsDataList[i].PartsId, partsarr.PartsDataList[i]); Debug.Log(_partsMaster[partsarr.PartsDataList[i].PartsId].PartsName); } _armorPoint = _partsMaster[_assembleData.armPartsId].ArmorPoint + _partsMaster[_assembleData.bodyPartsId].ArmorPoint + _partsMaster[_assembleData.headPartsId].ArmorPoint + _partsMaster[_assembleData.legPartsId].ArmorPoint; _movementVelocity = _partsMaster[_assembleData.legPartsId].MovementVelocity; }