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); }
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; }
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(); }