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; } }
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() { 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); } }