void Start() { map = maps[Random.Range(0, maps.Length)]; floor.localScale = new Vector3(map.width, 1, map.height); floor.position = new Vector3(map.width / 2, -0.5f, map.height / 2); for (int i = 0; i < map.width; i++) { for (int j = 0; j < map.height; j++) { Color c = map.GetPixel(i, j); if (c == Color.black) { Instantiate(wallPrefab, new Vector3(i, 1, j), Quaternion.identity); } else if (c == Color.red) { startPos = new Vector3(i, 0, j); } else if (c == Color.blue) { GameEnder e = Instantiate(endPrefab, new Vector3(i, 0, j), Quaternion.identity).GetComponent <GameEnder>(); e.reward = reward; e.returnScene = returnScene; } } } GameObject.Find("Player").transform.position = startPos; }
private void Awake() { if (ender == null) { ender = this.gameObject.GetComponent <GameEnder>(); } }
void Start() { gameStarter = GetComponent <GameStarter>(); gameRunner = GetComponent <GameRunner>(); gameEnder = GetComponent <GameEnder>(); ColorSchemesManager.setColorScheme(DataAndSettingsManager.getColorSchemeID()); gameEnder.loadAds(); onInitialize(); }
public static void CheckOrUpdateGameOver_Postfix(GameEnder __instance) { var maps = Find.Maps; foreach (var map in maps) { var thingList = map.listerThings.ThingsInGroup(ThingRequestGroup.ThingHolder); foreach (var thing in thingList) { if (!(thing is Building_Bunker { HasAnyContents: true }))
//============================= // Use this for initialization void Start() { //First find our references Player = GameObject.FindGameObjectWithTag("Player"); Spotlight = gameObject.GetComponentInChildren <Light>(); endgame = gameObject.GetComponent <GameEnder>(); //Initialise any variables that require a default; PlayerInSight = false; PlayerDetected = false; DetectionLevel = 0.0f; CountdownRemaining = 0.0f; }
public static void CheckOrUpdateGameOver_Postfix(GameEnder __instance) { List <Map> maps = Find.Maps; foreach (Map map in maps) { List <Thing> thingList = map.listerThings.ThingsInGroup(ThingRequestGroup.ThingHolder); foreach (Thing thing in thingList) { if (thing is Building_Bunker bunker && bunker.HasAnyContents) { __instance.gameEnding = false; return; } } } }
void Start() { ReadyToPlay readyToPlay = new ReadyToPlay(modeText, leaderboard); LevelSelecter levelSelecter = new LevelSelecter(modeText); GameRunner gameRunner = new GameRunner(blockMover, scoreboardFactory, audioPlayer); GamePauser gamePauser = new GamePauser(modeText, audioPlayer); GameEnder gameEnder = new GameEnder(modeText, blockField); GameRestarter gameRestarter = new GameRestarter(modeText, leaderboard); gameRunner.gravity = gravity; readyToPlay.LevelSelecter = levelSelecter; levelSelecter.GameRunner = gameRunner; gameRunner.GamePauser = gamePauser; gameRunner.GameEnder = gameEnder; gameEnder.GameRestarter = gameRestarter; gameRestarter.StartScreen = readyToPlay; readyToPlay.Show(); currentMode = readyToPlay; }