// 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); //} }
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()); } }