public void Init()
    {
        mousePos = Resources.Load <ScriptableVector2>("ScriptableObjects/v2_mouseWorldPos");
        Utility.RepositionZ(transform, (float)Consts.ZLayers.FrontOfWater);
        SetActive(false);

        clickRadSB = clickRadRefCircle.GetComponent <SpriteBase>();
        dragRadSB  = dragRadTracker.GetComponent <SpriteBase>();
    }
    protected override void Awake()
    {
        base.Awake();
        rb = GetComponent <Rigidbody2D>();
        bc = GetComponent <BoxCollider2D>();

        mousePos = Resources.Load <ScriptableVector2>("ScriptableObjects/v2_mouseWorldPos");
        set      = Resources.Load <SpriteTossableSet>("ScriptableObjects/SpriteSets/SpriteTossableSet");
        set.Add(this);
    }
Example #3
0
    private void Awake()
    {
        mouseTrackerFullSet    = Resources.Load <RefShape2DMouseTrackerSet>("ScriptableObjects/MouseTrackerSets/MouseTrackerSetFull");
        mouseTrackerEnteredSet = Resources.Load <RefShape2DMouseTrackerSet>("ScriptableObjects/MouseTrackerSets/MouseTrackerSetEntered");
        mouseTrackerLinkedSet  = Resources.Load <RefShape2DMouseTrackerSet>("ScriptableObjects/MouseTrackerSets/MouseTrackerSetLinked");

        Vector3 mouseCalcPos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f));

        mousePos = Resources.Load <ScriptableVector2>("ScriptableObjects/v2_mouseWorldPos");
        prevPos  = mousePos.CurrentValue = new Vector2(mouseCalcPos.x, mouseCalcPos.y);

        mouseTrackerFullSet.OnItemAdded   += OnItemAdded;
        mouseTrackerFullSet.OnItemRemoved += OnItemRemoved;
    }
Example #4
0
    private void Awake()
    {
        // ! gameCtrl.Init is just here while building levels, so we don't need to go through PreGame during testing.
        // Once game is ready to ship, delete it.
        items             = Resources.Load <ItemBaseSet>("ScriptableObjects/SpriteSets/ItemBaseSet");
        enemies           = Resources.Load <EnemySet>("ScriptableObjects/SpriteSets/EnemySet");
        spriteTossableSet = Resources.Load <SpriteTossableSet>("ScriptableObjects/SpriteSets/SpriteTossableSet");

        holdWeight = Resources.Load <ScriptableInt>("ScriptableObjects/weightHeldObj");
        mousePos   = Resources.Load <ScriptableVector2>("ScriptableObjects/v2_mouseWorldPos");

        levelMsg = Resources.Load <StringParamEvent>("ScriptableObjects/Events/WithParam/Str_AnyMsg");

        WaterSurfaceYPos = (waterObj.transform.position.y + (waterObj.GetComponent <Game2DWater>().WaterSize.y * 0.5f));

        gameCtrl.Init();
    }