private void OnChangeLevel(Scene origin, Scene current) { if (current.name == "Game") { this.isGameRunning = true; gameUIController = GameObject.FindObjectOfType <GameUIController>(); mapController = GameObject.FindObjectOfType <MapController>(); cameraBehavior = GameObject.FindObjectOfType <CameraBehavior>(); actionController = GameObject.FindObjectOfType <ActionController>(); gameUIController.SetMapName(this.mapName); actionController.SetSpells(spellsSelected); } else if (current.name == "Menu") { menuUIController = GameObject.FindObjectOfType <MenuUIController>(); menuUIController.UserStatusUpdate(usersInRoom); menuUIController.SetUserName(userName); if (userColor != null) { menuUIController.SetPlayerColor(userColor); } } }
// Use this for initialization void Awake() { playerUIAnimation = GetComponent <PlayerUIAnimation>(); playerUIController = GetComponent <PlayerUIController>(); optionUIController = GetComponent <OptionUIController>(); menuUIController = GetComponent <MenuUIController>(); }
void Awake() { menuUIController = GameObject.FindObjectOfType <MenuUIController>(); button = GetComponent <Button>(); button.onClick.AddListener(this.SelectMap); mapBackground = transform.Find("MapBackground").GetComponent <Image>(); }
void Awake() { teamDatabase = GameObject.FindObjectOfType <TeamDatabase>(); menuController = GameObject.FindObjectOfType <MenuUIController>(); team1Index = 5; team2Index = 0; UpdateTeam(); }
private void Awake() { mainCamera = GameObject.Find("Main Camera").GetComponent <Camera>(); floorArranger = GameObject.Find("GameManager").GetComponent <FloorArranger>(); interActiveUIController = GameObject.Find("InteractiveCanvas").GetComponent <InteractiveUIController>(); menuUIController = GameObject.Find("MenuCanvas").GetComponent <MenuUIController>(); fieldConstructor = GameObject.Find("GameManager").GetComponent <FieldConstructor>(); characterManager = GameObject.Find("GameManager").GetComponent <CharacterManager>(); //Cursor.lockState = CursorLockMode.Confined; // 게임 창 밖으로 마우스가 안나감 }
public void SwitchToRightClickMenu() { PushStateStack(MenuHandleInput, GameState.RightClickMenu); GameObject gameObject = UnityEngine.Object.Instantiate(MenuPrefab); menuUIController = gameObject.GetComponent <MenuUIController>(); if (menuUIController == null) { throw new Exception("Failed to instantiate MenuUIController!"); } MainUIController.FadeOut(0.3f, isBlocking: false); SceneController.HideFace(0.3f); ExecuteActions(); }
void OnEnable() { Application.runInBackground = true; // for debugging purposes DontDestroyOnLoad(gameObject); menuUI = FindObjectOfType <MenuUIController>(); menuUI.setupStartingUI(this); // network init NetworkTransport.Init(); ConnectionConfig config = new ConnectionConfig(); channelReliable = config.AddChannel(QosType.ReliableSequenced); topology = new HostTopology(config, maxConnections); StartCoroutine(tryConnectRoutine()); }
private void OnValidate() { if (Menu == null) { Menu = FindObjectOfType <MenuUIController>(); } if (GameOver == null) { GameOver = FindObjectOfType <GameOverUIController>(); } if (Game == null) { Game = FindObjectOfType <GameUIController>(); } }
public void RegisterMenuUI(MenuUIController menu) { _menu = menu; }
// 한 행에 8칸씩 // 넘어가면 다음 행으로 밀려남 private void Awake() { dataStorage = GameObject.Find("GameManager").GetComponent <DataStorage>(); menuUIController = GameObject.Find("MenuCanvas").GetComponent <MenuUIController>(); btns = GetComponentsInChildren <Button>(); foreach (var b in btns) { b.gameObject.SetActive(false); } // 테마 수 //for(int i = 0; i < dataStorage.itemManager.Length; i++) for (int i = 0, themeIdx = 0, j; themeIdx < dataStorage.itemManager.Length; i++, themeIdx++) { // ruins 테마의 아이템 순회 for (j = 0; j < dataStorage.itemManager[themeIdx].Items.Length; j++) { //각 버튼 이미지 세팅 //btns[i * 15 + j].GetComponent<Image>().sprite = dataStorage.itemManager[i].Themes[j].itemImage[0]; btns[i * 8 + j].transform.Find("Image").GetComponent <Image>().sprite = dataStorage.itemManager[themeIdx].Items[j].itemImage[0]; btns[i * 8 + j].gameObject.SetActive(true); // 각 버튼 Listener 세팅 // base prefab instantiate // 해당 instantiate 된 object에 dataStorage의 정보 덮어씌우기 // 화면 내로 오브젝트 이동 int itemType = -1; switch (dataStorage.itemManager[themeIdx].Items[j].itemType) { case ItemController._itemType.Table: itemType = (int)ItemController._itemType.Table; // Table break; case ItemController._itemType.Chair: itemType = (int)ItemController._itemType.Chair; break; case ItemController._itemType.WallAcc: itemType = (int)ItemController._itemType.WallAcc; break; case ItemController._itemType.FloorAcc: itemType = (int)ItemController._itemType.FloorAcc; break; case ItemController._itemType.WallTile: itemType = (int)ItemController._itemType.WallTile; break; case ItemController._itemType.FloorTile: itemType = (int)ItemController._itemType.FloorTile; break; case ItemController._itemType.Partition: itemType = (int)ItemController._itemType.Partition; break; case ItemController._itemType.Counter: itemType = (int)ItemController._itemType.Counter; break; } //if (dataStorage.itemManager[i].Themes[j].itemType == ItemController._itemType.Table) // idx = 0; // Table //else if (dataStorage.itemManager[i].Themes[j].itemType == ItemController._itemType.Chair) // idx = 1; // Chair Sprite sprite = dataStorage.itemManager[themeIdx].Items[j].itemImage[0]; string serial = dataStorage.itemManager[themeIdx].Items[j].serialNumb; btns[i * 8 + j].onClick.AddListener(delegate() { menuUIController.ObjectInstantiater(itemType, sprite, serial); }); } // 한 테마의 아이템이 두 줄 이상 차지했다면 // 그 다음 테마의 아이템은 새로운 줄에서부터 배치 if (j > 8) { i++; } } }
public void Awake() { MenuUIController.menuUIController = this; }