void Awake()
    {
        availableCharactersList = GameObject.FindGameObjectWithTag(Tags.availableCharactersList).GetComponent<AvailableCharactersList>();

        GameObject[] allCharactersPrefabs = availableCharactersList.getAllCharactersPrefabs();

        RectTransform prefabButtonAddRect = characterAvailablePrefab.GetComponent<RectTransform>();
        float sizeY = prefabButtonAddRect.anchorMax.y - prefabButtonAddRect.anchorMin.y;

        allCharactersAvailableTemplates = new AvailableCharacterTemplate[allCharactersPrefabs.Length];

        for(int i=0; i<allCharactersPrefabs.Length; i++){
            GameObject button = (GameObject)Instantiate(characterAvailablePrefab);

            button.GetComponent<RectTransform>().anchorMax = new Vector2(prefabButtonAddRect.anchorMax.x, prefabButtonAddRect.anchorMax.y - (sizeY*i));
            button.GetComponent<RectTransform>().anchorMin = new Vector2(prefabButtonAddRect.anchorMin.x, prefabButtonAddRect.anchorMin.y - (sizeY*i));

            button.transform.SetParent(buttonsContainer.transform, false);

            AvailableCharacterTemplate availableCharacterTemplate = button.GetComponent<AvailableCharacterTemplate>();

            availableCharacterTemplate.setAvailableCharactersManager(this);
            availableCharacterTemplate.setCharacterPrefab(allCharactersPrefabs[i]);

            availableCharacterTemplate.changeText();

            allCharactersAvailableTemplates[i] = availableCharacterTemplate;
        }
    }
    void Awake()
    {
        availableCharactersList = GameObject.FindGameObjectWithTag(Tags.availableCharactersList).GetComponent <AvailableCharactersList>();

        GameObject[] allCharactersPrefabs = availableCharactersList.getAllCharactersPrefabs();

        RectTransform prefabButtonAddRect = characterAvailablePrefab.GetComponent <RectTransform>();
        float         sizeY = prefabButtonAddRect.anchorMax.y - prefabButtonAddRect.anchorMin.y;

        allCharactersAvailableTemplates = new AvailableCharacterTemplate[allCharactersPrefabs.Length];

        for (int i = 0; i < allCharactersPrefabs.Length; i++)
        {
            GameObject button = (GameObject)Instantiate(characterAvailablePrefab);

            button.GetComponent <RectTransform>().anchorMax = new Vector2(prefabButtonAddRect.anchorMax.x, prefabButtonAddRect.anchorMax.y - (sizeY * i));
            button.GetComponent <RectTransform>().anchorMin = new Vector2(prefabButtonAddRect.anchorMin.x, prefabButtonAddRect.anchorMin.y - (sizeY * i));

            button.transform.SetParent(buttonsContainer.transform, false);


            AvailableCharacterTemplate availableCharacterTemplate = button.GetComponent <AvailableCharacterTemplate>();

            availableCharacterTemplate.setAvailableCharactersManager(this);
            availableCharacterTemplate.setCharacterPrefab(allCharactersPrefabs[i]);

            availableCharacterTemplate.changeText();

            allCharactersAvailableTemplates[i] = availableCharacterTemplate;
        }
    }
Example #3
0
    void Awake()
    {
        controlsManager = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<ControlsManager>();
        objectsToShowOnGameOver = GameObject.FindGameObjectsWithTag(Tags.gameOverObject);
        setObjectsToShowOnGameOver(false);

        objectsToShowOnGameWin = GameObject.FindGameObjectsWithTag(Tags.gameWinObject);
        setObjectsToShowOnGameWin(false);

        charactersOnMissionList = GameObject.FindGameObjectWithTag(Tags.charactersOnMissionList).GetComponent<CharactersOnMissionList>();
        availableCharactersList = GameObject.FindGameObjectWithTag(Tags.availableCharactersList).GetComponent<AvailableCharactersList>();
        charactersManager = GetComponent<CharactersManager>();
    }
Example #4
0
    void Awake()
    {
        controlsManager         = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <ControlsManager>();
        objectsToShowOnGameOver = GameObject.FindGameObjectsWithTag(Tags.gameOverObject);
        setObjectsToShowOnGameOver(false);

        objectsToShowOnGameWin = GameObject.FindGameObjectsWithTag(Tags.gameWinObject);
        setObjectsToShowOnGameWin(false);

        charactersOnMissionList = GameObject.FindGameObjectWithTag(Tags.charactersOnMissionList).GetComponent <CharactersOnMissionList>();
        availableCharactersList = GameObject.FindGameObjectWithTag(Tags.availableCharactersList).GetComponent <AvailableCharactersList>();
        charactersManager       = GetComponent <CharactersManager>();
    }
 void Awake()
 {
     if(control == null){
         DontDestroyOnLoad(gameObject);
         control = this;
         allPlayerStats = new PlayerStats[allCharactersPrefabs.Length];
         for(int i=0; i<allCharactersPrefabs.Length; i++){
             allPlayerStats[i] = allCharactersPrefabs[i].GetComponent<PlayerStats>();
         }
     }else if(control != this){
         Destroy (gameObject);
     }
 }
 void Awake()
 {
     if (control == null)
     {
         DontDestroyOnLoad(gameObject);
         control        = this;
         allPlayerStats = new PlayerStats[allCharactersPrefabs.Length];
         for (int i = 0; i < allCharactersPrefabs.Length; i++)
         {
             allPlayerStats[i] = allCharactersPrefabs[i].GetComponent <PlayerStats>();
         }
     }
     else if (control != this)
     {
         Destroy(gameObject);
     }
 }