//Exit to menu or whatever void finishGame() { ReadAndWriteStats statsManager = GetComponent <ReadAndWriteStats>(); statsManager.gamesPlayed++; statsManager.writeStats(); //Reset node count NodeGenerator.numNodes = 0; NodeGenerator.numDepthReached = 0; SceneManager.LoadScene("Menu"); }
//Exit to menu or whatever void finishGame() { ReadAndWriteStats statsManager = GetComponent <ReadAndWriteStats>(); statsManager.gamesPlayed++; statsManager.writeStats(); //Send end game message to server GameObject networkGameObject = GameObject.Find("ConnectionHandler"); //Go back to menu if offline. If online, go back to the lobby? if (networkGameObject == null) { SceneManager.LoadScene("Menu"); } else { //Wait for message to change scene } }
// Use this for initialization void Start() { input = GameObject.Find("Input Handler").GetComponent <InputHandler>(); //Find hud object in scene findHUD(); animator = transform.GetChild(0).GetComponent <Animator>(); Renderer rend = transform.GetChild(0).GetChild(1).GetComponent <SkinnedMeshRenderer>(); color = rend.material.color; //Determine if player 1 for key input purposes. Reverse the values to give keyboard input to player 2. if (playerNumber == 0 && !onlineOpponent) { player1 = true; } else { player1 = false; } //Initialize character controller for movemnet controller = gameObject.GetComponent <CharacterController>(); cameraController = cameraHandler.GetComponent <CameraController>(); //Initialize some bomb throwing and bomb crafting related variables canThrow = true; firstThrow = false; //Unusued first throw thing bombHandlerReference = GameObject.FindGameObjectsWithTag("BombList")[0]; bombHandler = bombHandlerReference.GetComponent <BombCraftingHandler>(); selectedBomb = 0; statManager = GameObject.Find("GameManager").GetComponent <ReadAndWriteStats>(); explosionForce = new Vector3(0.0f, 0.0f, 0.0f); //Child stuff for throw feedback if (!onlineOpponent) { throwBar = cameraHandler.transform.GetChild(0).gameObject; aimingQuad = transform.GetChild(1).gameObject; throwArc = aimingQuad.GetComponent <LaunchArcMesh>(); } //Inventory stuff for (int i = 0; i < 4; i++) { materialCount[i] = 0; materialID[i] = 0; if (!onlineOpponent) { textForHUD[0].text = materialCount[i].ToString(); } activeCraftingMaterial[i] = false; dpadReleased[i] = false; } //Make sure bomb inventory structure stuff are at default values. for (int i = 0; i < 5; i++) { makeBombDefaults(ref craftedBombs[i]); } makeBombDefaults(ref newerBomb); setInventoryText(); dyingAnimation = false; throwingPower = -0.1f; health = 100.0f; invinciblityFrames = 0.0f; //Status effect stuff stunned = 0.0f; burning = 0.0f; }
// Use this for initialization void Start() { findHUD(); animator = transform.GetChild(0).GetComponent <Animator>(); Renderer rend = transform.GetChild(0).GetChild(1).GetComponent <SkinnedMeshRenderer>(); color = rend.material.color; //Determine if player 1 for key input purposes. Reverse the values to give keyboard input to player 2. if (playerInputString == "") { player1 = true; } else { player1 = false; } //Initialize some stuff //m_Rigidbody = gameObject.GetComponent<Rigidbody>(); //Get rigid body for movemnt stuff below controller = gameObject.GetComponent <CharacterController>(); canThrow = true; bombHandlerReference = GameObject.FindGameObjectsWithTag("BombList")[0]; bombHandler = bombHandlerReference.GetComponent <BombCraftingHandler>(); selectedBomb = 0; statManager = GameObject.Find("GameManager").GetComponent <ReadAndWriteStats>(); explosionForce = new Vector3(0.0f, 0.0f, 0.0f); throwBar = cameraHandler.transform.GetChild(0).gameObject; aimingQuad = transform.GetChild(1).gameObject; //Inventory stuff for (int i = 0; i < 4; i++) { materialCount[i] = 0; materialID[i] = 0; textForHUD[0].text = materialCount[i].ToString(); activeCraftingMaterial[i] = false; dpadReleased[i] = false; } //Make sure bomb inventory structure stuff are at default values. for (int i = 0; i < 5; i++) { makeBombDefaults(ref craftedBombs[i]); } makeBombDefaults(ref newerBomb); setInventoryText(); dyingAnimation = false; throwingPower = -0.1f; health = 100.0f; invinciblityFrames = 0.0f; //Status effect stuff stunned = 0.0f; burning = 0.0f; }