protected override void Awake() { base.Awake(); Instance = this; TransitionScene.NewSceneWasLoaded += TransitionScene_NewSceneWasLoaded; }
private void Awake() { if (m_inGameCanvas == null) { m_inGameCanvas = this; } else if (m_inGameCanvas != this) { Destroy(gameObject); } m_fadeImage = transform.Find("Fade_Image").GetComponent <Image>(); }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } //DontDestroyOnLoad(gameObject); }
private void ResetBuildAndStartScene(SceneActor[] predefinedSceneActors) { // Reset the scene to blank ResetBoard(); // put the squares back in their reset position ReleaseBoard(); // Drop the squares actors = new List <Actor>(); playerCount = 0; monsterCount = 0; currentActorTurn = -1; // -1 so turns actually start a 0 // Build scene objects from predefined foreach (SceneActor actorData in predefinedSceneActors) { // Create GameObject and place it in the correct square GameObject newGameObject; if (actorData.IsPlayer) { newGameObject = (GameObject)Instantiate(instance.PlayerPrefabList[actorData.PrefabIndex]); playerCount++; } else { newGameObject = (GameObject)Instantiate(instance.MonsterPrefabsList[actorData.PrefabIndex]); monsterCount++; } Space spaceToPlace = spaces[actorData.x, actorData.z]; Vector3 squareBasis = spaceToPlace.gameSpace.transform.position; newGameObject.transform.position = new Vector3(squareBasis.x, DropFromHeight + 1, squareBasis.z); TokenStats stats = newGameObject.GetComponent <TokenStats>(); Actor newActor = new Actor(newGameObject, actorData.x, actorData.z, actorData.ActorColor, actorData.IsPlayer, stats.characterName, stats.HP, stats.AC, stats.InitativeMod, stats.Speed, stats.AttackName, stats.AttackRange, stats.AttackMod, stats.DamageDiceNum, stats.DamageDiceMagnitude, stats.DamageMod); spaces[actorData.x, actorData.z].isBlocked = true; actors.Add(newActor); } // Show UI InGameCanvas.SetActive(true); // Roll init and sort RollInit(); // Start the action! NextTurn(); }
/*************************************************** *** Setup table and get required objects ****************************************************/ void Start() { if (cup == null) { Debug.LogError("Please load a prefab cup into Level Manager"); } if (GameObject.Find("Ball") != null) { ball = (Ball)GameObject.Find("Ball").GetComponent(typeof(Ball)); inGameCanvas = (InGameCanvas)GameObject.Find("Canvas").GetComponent(typeof(InGameCanvas)); PlaceCups(); currentGameState = GameState.Ready; throwsRemaining = 6; throwsRemainingText = (Text)GameObject.Find("Throw Count").GetComponent <Text>(); throwsRemainingText.text = "Throws: " + throwsRemaining.ToString(); } }
public void SetState(STATES newSate) { state = newSate; if (newSate == STATES.AWAITING_INPUT) { MouseHoverHighlight.isEffectActive = true; ((Behaviour)actors[currentActorTurn].tokenRef.GetComponent("Halo")).enabled = true; } else if (newSate == STATES.ANIMATING_ACTION) { MouseHoverHighlight.isEffectActive = false; ((Behaviour)actors[currentActorTurn].tokenRef.GetComponent("Halo")).enabled = false; } else if (newSate == STATES.MENU) { MouseHoverHighlight.isEffectActive = false; ((Behaviour)actors[currentActorTurn].tokenRef.GetComponent("Halo")).enabled = false; InGameCanvas.SetActive(false); MenuCanvas.SetActive(true); } }