private void Awake() { instance = this; Init(); // Instantiate(monster, monster.transform.position, Quaternion.identity); }
private void Start() { director = LevelDirector.Instance; director.GameOverAction += DisplayText; gameOverGroup.alpha = 0; gameOverGroup.interactable = false; gameOverGroup.blocksRaycasts = false; }
void Start() { levelDirector = new LevelDirector(); LevelBuilder simpleIceLevelBuilder = new IceLevelBuilder(); LevelBuilder complexFireLevelBuilder = new FireLevelBuilder(); levelDirector.ConstructSimpleLevel(simpleIceLevelBuilder); levelDirector.ConstructComplexLevel(complexFireLevelBuilder); Level simpleIceLevel = simpleIceLevelBuilder.GetLevel(); Level complexFireLevel = complexFireLevelBuilder.GetLevel(); simpleIceLevel.PrintLevel(); complexFireLevel.PrintLevel(); }
// Use this for initialization private void Start() { _this = this; PopulateDictionary(); if (m_LevelOrigin == null) { Exception exception = new Exception("There is no level origin! Give LevelDirector a level origin!"); throw exception; } if (m_HallwayStartLength > 0) { GenerateHallwayStart(m_HallwayStartLength); } }
void Start() { director = LevelDirector.Instance; }
private void Start() { director = LevelDirector.Instance; director.GameWinAction += DisplayText; gameOverGroup.alpha = 0; }
void Start() { director = LevelDirector.Instance; director.VictoryAction += DisplayText; victoryGroup.alpha = 0; }
// Get the current scene // public string currentLevel; // public int currentLevelNum; // public float moveTimer; // Use this for initialization void Start() { cacheCurrentLevelIndex(); if (System.IO.File.Exists ("Save/currentSave")) System.IO.File.Delete ("Save/currentSave"); displayMessage = false; displayPauseMenu = false; bool mattyProfile = false; bool liquidProfile = false; bool solidProfile = false; bool gasProfile = false; bool plasmaProfile = false; panTriggerActive = false; displayTime = 0f; one = 1f; messageToBeDisplayed = ""; if (tipDisplayTime == 0f) tipDisplayTime = 10f; originalAmbientColor = RenderSettings.ambientLight; darknessTriggerSpots = new float [2]; sceneCamera = GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<Transform>(); camFollow = sceneCamera.gameObject.GetComponent<CameraFollow>(); iciclesList = new System.Collections.Generic.List<IcicleBase> (); GameObject[] icicleBaseArray = GameObject.FindGameObjectsWithTag ("IceCeiling"); foreach (GameObject icicle in icicleBaseArray) iciclesList.Add (icicle.GetComponent<IcicleBase>()); darkCave = false; darkCavesList = new System.Collections.Generic.List<DarkCave>(); icicleBaseArray = GameObject.FindGameObjectsWithTag ("DarkCave"); foreach (GameObject darkCaveEnterX in icicleBaseArray) { DarkCave newCave; Transform dcTransform = darkCaveEnterX.GetComponent<Transform>(); Vector3 dcEnter = dcTransform.Find ("DarkCaveEnter").position; Vector3 dcExit = dcTransform.Find ("DarkCaveExit").position; newCave.Door1 = new Vector2 (dcEnter.x, dcEnter.y); newCave.Door2 = new Vector2 (dcExit.x, dcExit.y); darkCavesList.Add (newCave); } LoadTriggerMessagesFromFile (); GUIDimensionSetup (); // Creates a backup of the light intensities of all the lights in the scene. // This is needed since we need to lerp the light intensities to zero when player // enters dark caves. lights = GameObject.FindSceneObjectsOfType (typeof(Light)) as Light[]; origLightIntensities = new float [lights.Length]; for (int i = 0; i < lights.Length; i ++) origLightIntensities [i] = lights [i].intensity; // Creates a backup of the skybox assigned to the scene. // This is needed since we set the skybox to null as the player enters dark caves. origSkybox = RenderSettings.skybox; // Needed for dark caves. If background colour is not set to black, dark caves // won't be "dark" anymore. sceneCamera.gameObject.GetComponent<Camera>().backgroundColor = Color.black; // Define the GUIStyle to be used in the State Info Box at the bottom of the screen. stateInfoBox = new GUIStyle (); stateInfoBox.name = "StateInfoBox"; stateInfoBox.alignment = TextAnchor.LowerRight; stateInfoBox.font = menuFont; stateInfoBox.normal.textColor = Color.white; player = GameObject.FindGameObjectWithTag ("Player").GetComponent<MainPlayerScript>(); try { ld = GameObject.FindGameObjectWithTag ("LevelDirector").GetComponent<LevelDirector>(); } catch (System.Exception e) { Debug.LogWarning ("A Level Director was not found for this level!"); } try { levelStopwatch = GameObject.FindGameObjectWithTag("Stopwatch"); stopwatch = levelStopwatch.GetComponent<Stopwatch>(); if (PlayerPrefs.GetString(Constants.GameModeKey).Equals(Constants.GameModeSpeedRun)) { stopwatch.startStopwatch(); isSpeedRun = true; } player.setIsSpeedRun(isSpeedRun); } catch (System.NullReferenceException e) { Debug.LogWarning ("Stopwatch was not found for this level!"); } catch (System.Exception e) { Debug.LogError (e.Message); } mainCam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>(); try { subcam = GameObject.FindGameObjectWithTag("SubsectionCamera"); subsectionCam = subcam.GetComponent<Camera>(); //subsectionCamPos = subcam.transform; subsectionCam.enabled = false; mainCam.enabled = true; } catch (System.Exception e) { Debug.LogWarning("No subsection camera was found"); } startSubsectCam = false; }
private void Awake() { instance = this; Init(); }
// Use this for initialization void Start() { instance = this; currentLevel = 0; maxHealth = 0; currentHealth = 0; totalScore = 0; available = 0; betweenLevels = false; windows = new List<WindowBehavior> (); targets = GameObject.Find ("TargetLocators"); setUpLevel (); }
private void Start() { direvtor = LevelDirector.Instance; }