Example #1
0
    // Use this for initialization
    void Start()
    {
        this.transform.position = playerStart.position;
        this.transform.rotation = playerStart.rotation;

        health = 3;

        rb = GetComponent <Rigidbody>();

        animator = GetComponent <Animator>();

        playerCamControl = mainCamera.GetComponent <PlayerCamControl>();

        //if (animator.layerCount >= 2)
        //{
        //    animator.SetLayerWeight(1, 1);
        //}
    }
Example #2
0
    private void Start()
    {
        music          = GameObject.Find("Audio Source").GetComponent <AudioSource>();
        panels         = new List <GameObject>();
        keyboardCodes  = new List <string>();
        xboxCodes      = new List <string>();
        currentPanel   = 0;
        index          = 1;
        numberOfPanels = 0;
        numberOfScenes = UnityEngine.SceneManagement.SceneManager.sceneCountInBuildSettings;
        scenes         = new string[numberOfScenes];
        for (int i = 0; i < numberOfScenes; i++)
        {
            scenes[i] = UnityEngine.SceneManagement.SceneUtility.GetScenePathByBuildIndex(i);
        }

        keyboardCodes.Add("W");
        keyboardCodes.Add("S");
        keyboardCodes.Add("D");
        keyboardCodes.Add("A");
        if (SceneManager.GetActiveScene().name == "Title")
        {
            main     = first;
            canvas   = titleScreenCanvas;
            isPaused = true;
        }
        else
        {
            main           = pauseMenu;
            playerUI       = GetComponent <UI>();
            camControl     = PlayerColorController.singleton.GetComponent <PlayerCamControl>();
            playerMovement = PlayerColorController.singleton.GetComponent <PlayerMovement>();
            canvas         = UIPrefab;
        }
        while (numberOfPanels <= (numberOfScenes / 10))
        {
            int temp = 0;
            if ((numberOfScenes % 10) == 0)
            {
                numberOfPanels++;
            }
            while (temp < 10 && index < numberOfScenes)
            {
                BuildLevelsUI(temp);
                temp++;
                index++;
            }
            currentPanel++;
            numberOfPanels++;
        }
        for (int x = 0; x < 4; x++)
        {
            buildControllerRemapUI(x);
        }
        currentPanel = 0;

        SetCurrentOptions();

        if (GameManager.activeScene.name != "Title")
        {
            StartCoroutine(GameManager.FadeIn());
        }
    }