// Use this for initialization void Start() { if (useUI) { setGameState(GameState.GUI); missionManager.playUI(uiList[lastUIPlayed].name); lastUIPlayed++; } controller = player.GetComponent <PerfectController> (); controller.yaw = yawOnStart; currLevel = player.GetComponent <CurrentLevel>(); lastLocation = currLevel.getCurrLocation(); locationSet = new Dictionary <GameLocation, Transform>(); //Map all locations to their enum in locations map. foreach (Transform location in locations.transform) { if (location.gameObject.name.Equals("TopDownInteriors")) { //Debug.Log("In TDI"); foreach (Transform room in location) { if (!room.gameObject.name.Equals("Transports_TDI")) { GameLocation enumLoc = switchLocation(room.gameObject.name); locationSet.Add(enumLoc, room); //Debug.Log(room.gameObject.name); if (room.gameObject.activeSelf && firstLoad) { currLevel.setCurrLocation(enumLoc); } } } } else { GameLocation enumLoc = switchLocation(location.gameObject.name); locationSet.Add(enumLoc, location); //Debug.Log(location.gameObject.name); if (location.gameObject.activeSelf && firstLoad) { currLevel.setCurrLocation(enumLoc); } } } // Screen.showCursor = true; // Screen.lockCursor = true; pauseMenu = saveManagerObject.GetComponent <PauseMenu>(); playerScreenFade = playerCamera.GetComponent <PlayerScreenFade>(); controller = player.GetComponent <PerfectController>(); playerChar = player.GetComponent <CharacterOurs>(); currState = GameState.START; lastState = GameState.START; firstLoad = false; if (!useUI) { StartGame(); } }
public void UpdatePlayer(Transform player) { UpdateTransform(this.player, player); PerfectController controller = player.GetComponent <PerfectController> (); controller.UpdatePlayer(EventHandler.GameState.PAUSE); player.GetComponent <Rigidbody> ().useGravity = true; }