// Start is called before the first frame update void Start() { //HideDamageIndicator(); VFX_Drill(false); VFX_Thrust(false); VFX_Healing(false); shipEntity = GetComponent <ShipEntity>(); skillTree = GetComponent <SkillTree>(); baseSystem = FindObjectOfType <BaseSystem>(); inGameMenuManager = FindObjectOfType <InGameMenuManager>(); playerCollision = GetComponent <BoxCollider>(); playerRigidbody = GetComponent <Rigidbody>(); playerTransform = GetComponent <Transform>(); basePosition = FindObjectOfType <BaseSystem>().transform.position; //slowDrillToggle.isOn = (drillSpeed == DrillSpeed.slow) ? true : false; //drillerVibrationFrequencyParticleSystem.Stop(); eachWeightAffectThrustRate = (thrustPower - minimalThrustPower) / shipEntity.MaximalWeight; ControlThrustPowerByWeightRate(); // The thrust power will follow current weight rate //heatAmount = GetComponent<HeatSystem>().getHeatAmount(); //maxHeatAmount = GetComponent<HeatSystem>().getMaxHeatAmount(); originalDragRate = playerRigidbody.drag; }
void Start() { inGameMenu = GameObject.Find("Canvas").GetComponent <InGameMenuManager>(); scoreValue = GameObject.Find("ScoreValueText").GetComponent <Text>(); multiplerText = GameObject.Find("Multipler").GetComponent <Text>(); scoreValue.text = currentScore.ToString(); }
private void Awake() { controls = new RoseInputSettings(); gamepadControls = new RoseInputSettings1(); myPlayerInput = GetComponent <PlayerInput>(); WeaponsManager = GetComponent <IS_PlayerWeaponsManager>(); MenuManager = FindObjectOfType <InGameMenuManager>(); }
void Awake() { Cursor.visible = false; gamePaused = false; canBePaused = true; levelFinished = false; inGameMenuManager = GameObject.FindGameObjectWithTag("InGameMenuManager").GetComponent <InGameMenuManager>(); enemiesLeft = GameObject.FindGameObjectsWithTag("Enemy").Length; enemyLeftText.text = "Enemies Left: " + enemiesLeft.ToString(); Time.timeScale = 1; // This ensures the game runs with no bugs // If the controls are inverted, then set isInverted to -1 to reverse the axis if (PlayerPrefs.GetFloat("IsInverted", 0) == 1) { isInverted = -1; } else { isInverted = 1; } }
void Awake() { instance = this; }
void ActualPause() { isPaused = true; Time.timeScale = 0; inGameMenuManagerInstance = Instantiate(inGameMenuManagerPrefab); }
public GameStatePaused(ContentManager content) { _contentManager = content; _manager = new InGameMenuManager(OnContinueAction, OnExitAction); }