public void Awake() { m_par = 3; RenderSettings.ambientLight = ambientColor; //unpause the game GameConfig.setPaused(false); ScoreState ss = (ScoreState)GameObject.FindObjectOfType(typeof(ScoreState)); if (ss) { m_scoreStateGO = ss.gameObject; } //if its levle 1 reset the scores. int holeIndex = getHoleNomUsingCourse(); // Debug.Log("holeIndex"+holeIndex); if (holeIndex == 1) { setScoreForHole(getHoleNomUsingCourse(), currentNumberOfStrokes); setTotalScore(0); // m_totalScore=0; m_totalPar = 0; } else { // m_totalScore = getTotalScore(); } ParScript ps = (ParScript)GameObject.FindObjectOfType(typeof(ParScript)); if (ps) { m_par = ps.par; setParForHole(getHoleNomUsingCourse(), m_par); m_totalPar += m_par; } else { setParForHole(getHoleNomUsingCourse(), m_par); } //get a ref to the gamescript! GameObject go = GameObject.FindWithTag("Player"); if (go) { m_ballScript = go.GetComponent <BallScript>(); } GameManager.enterState(GameScript.State.INIT.ToString()); }
void createNewScenes() { //string oringal = EditorApplication.currentScene; string oringal = EditorSceneManager.GetActiveScene().name; string[] path = EditorApplication.currentScene.Split('.'); string dir = getDir(); Material mat = RenderSettings.skybox; for (int i = 0; i < 18; i++) { Directory.CreateDirectory(path[0]); Debug.Log("path" + dir); string sceneName = path[0] + "/Hole" + i.ToString("00") + ".unity"; string prefabName = dir + "/Hole" + i + ".prefab"; //EditorApplication.NewScene(); EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects); ParScript ps = (ParScript)GameObject.FindObjectOfType(typeof(ParScript)); if (ps) { // ps.par = m_par[i]; } DestroyImmediate(Camera.main.gameObject); GameObject newObject = new GameObject(); Light light0 = newObject.AddComponent <Light>(); newObject.transform.rotation = Quaternion.Euler(45, 45, 0); if (light0) { light0.type = LightType.Directional; } Instantiate(Resources.Load("MiniGolf/StartUp"), Vector3.zero, Quaternion.identity); float precent = i / 17f; EditorUtility.DisplayProgressBar("Creating Scenes", "Shows progress", precent); GameObject go1 = (GameObject)AssetDatabase.LoadAssetAtPath(prefabName, typeof(GameObject)); RenderSettings.skybox = mat; if (go1) { Instantiate(go1, Vector3.zero, Quaternion.identity); } EditorApplication.SaveScene(sceneName); } EditorUtility.ClearProgressBar(); //EditorApplication.OpenScene(oringal); EditorSceneManager.OpenScene(oringal); }
public void changeHole() { m_prefab = loadPrefab(m_prevObjects); ParScript ps = (ParScript)GameObject.FindObjectOfType(typeof(ParScript)); if (ps) { DestroyImmediate(ps.gameObject); } if (m_parentObject) { DestroyImmediate(m_parentObject); } m_parentObject = GameObject.Find("Hole" + m_selectedHole); GameObject g0 = loadPrefab(m_selectedHole); if (g0 == null) { if (m_childObject) { m_childObject.SetActive(true); } m_parentObject = new GameObject(); m_parScript = m_parentObject.AddComponent <ParScript>(); m_parentObject.name = "Hole" + m_selectedHole; } else { GameObject go = (GameObject)Instantiate(g0, Vector3.zero, Quaternion.identity); if (go) { go.name = "Hole" + m_selectedHole; } m_parScript = (ParScript)GameObject.FindObjectOfType(typeof(ParScript)); m_parentObject = go; Selection.activeGameObject = (GameObject)m_parentObject; m_prevObjects = m_selectedHole; } if (m_parScript) { m_par = m_parScript.par; } Selection.activeGameObject = (GameObject)m_parentObject; init(); }
public void Awake() { m_par = 3; RenderSettings.ambientLight = ambientColor; m_courceController = (CourceController)GameObject.FindObjectOfType(typeof(CourceController)); //unpause the game GameConfig.setPaused(false); ScoreState ss = (ScoreState)GameObject.FindObjectOfType(typeof(ScoreState)); if (ss) { m_scoreStateGO = ss.gameObject; } //if its levle 1 reset the scores. int holeIndex = getHoleNomUsingCourse(); if (holeIndex == 1) { setScoreForHole(getHoleNomUsingCourse(), currentNumberOfStrokes); setTotalScore(0); // m_totalScore=0; m_totalPar = 0; } else { // m_totalScore = getTotalScore(); } ParScript ps = (ParScript)GameObject.FindObjectOfType(typeof(ParScript)); if (ps) { m_par = ps.par; setParForHole(getHoleNomUsingCourse(), m_par); m_totalPar += m_par; } else { setParForHole(getHoleNomUsingCourse(), m_par); } GameManager.enterState(GameScript.State.INIT.ToString()); }
public void changeHole() { m_prefab = loadPrefab(m_prevObjects); ParScript ps = (ParScript)GameObject.FindObjectOfType(typeof(ParScript)); if(ps) { DestroyImmediate( ps.gameObject); } if(m_parentObject) { DestroyImmediate( m_parentObject); } m_parentObject = GameObject.Find("Hole" + m_selectedHole); GameObject g0 = loadPrefab(m_selectedHole); if(g0==null) { if(m_childObject) { m_childObject.SetActive(true); } m_parentObject = new GameObject(); m_parScript = m_parentObject.AddComponent<ParScript>(); m_parentObject.name = "Hole" + m_selectedHole; }else{ GameObject go = (GameObject)Instantiate(g0,Vector3.zero,Quaternion.identity); if(go) { go.name = "Hole" + m_selectedHole; } m_parScript = (ParScript)GameObject.FindObjectOfType(typeof(ParScript)); m_parentObject = go; Selection.activeGameObject = (GameObject)m_parentObject; m_prevObjects = m_selectedHole; } if(m_parScript) { m_par = m_parScript.par; } Selection.activeGameObject = (GameObject)m_parentObject; init(); }