Inheritance: MonoBehaviour
Example #1
0
        //Show the main screen that contains the choice of talking, searching or suspecting
        public void ShowMainScreen()
        {
            Program.WriteScreen(
                "Someone has been assassinated tonight, " + Properties.Suspects.Count + " suspects have been arrested" +
                "/nand some places rely to the investigation", 25, Properties.Name, true);

            var choice = Application.Instance.DoAChoice("What do you want to do ?",
                                                        new[] { "Talk", "Search", "Name the murderer" });

            switch (choice)
            {
            case 1:
                ShowNpcScreen();
                break;

            case 2:
                ShowSearchScreen();
                break;

            case 3:
                var suspicion = new Suspicion();
                suspicion.ShowSuspicionScreen();
                break;
            }
        }
 // initialize variables with awake function
 void Awake()
 {
     touchObject = this.transform.FindChild("SenseTouch").gameObject;
     suspicion = GetComponent<Suspicion>();
     personSight = GetComponent<PersonSight>();
     woken = touchObject.GetComponent<Woken>();
     nav = GetComponent<NavMeshAgent>();
     InitialiseSantaTransform();
     gameController = GetComponent<GameController>();
 }
 // Use this for initialization
 void Awake()
 {
     suspicion = GetComponent<Suspicion>();
     personSight = GetComponent<PersonSight>();
     nav = GetComponent<NavMeshAgent>();
     santa = GameObject.FindGameObjectWithTag("Player").transform;
     startingPosition = transform.position;
     touchObject = this.transform.FindChild("SenseTouch").gameObject;
     woken = touchObject.GetComponent<Woken>();
 }
    // Use this for initialization
    void Awake()
    {
        // Setting up the reference
        sittingScript = GetComponent<SittingScript>();
        personSight = GetComponent<PersonSight>();
        suspicion = GetComponent<Suspicion>();
        nav = GetComponent<NavMeshAgent>();
        santa = GameObject.FindGameObjectWithTag("Player").transform;
        originalFOV = personSight.fieldOfViewAngle;

        touchObject = this.transform.FindChild("SenseTouch").gameObject;
        woken = touchObject.GetComponent<Woken>();
    }
    // Use this for initialization
    void Awake()
    {
        // Setting up the reference
        sleepingScript = GetComponent<SleepingScript>();
        personSight = GetComponent<PersonSight>();
        suspicion = GetComponent<Suspicion>();
        nav = GetComponent<NavMeshAgent>();
        santa = GameObject.FindGameObjectWithTag("Player").transform;
        fovEyesScript = GetComponent<FOV2DEyes>();
        fovConeScript = GetComponent<FOV2DVisionCone>();

        touchObject = this.transform.FindChild("SenseTouch").gameObject;
        woken = touchObject.GetComponent<Woken>();
    }
    void Awake()
    {
        InitialiseSantaTransform();
        personSight = GetComponent<PersonSight>();
        suspicion = GetComponent<Suspicion>();
        nav = GetComponent<NavMeshAgent>();
        anim = GetComponent<Animator>();

        touchObject = this.transform.FindChild("SenseTouch").gameObject;
        woken = touchObject.GetComponent<Woken>();

        // Must make sure rotation of person is by the animator and not by the nav mesh agent
        nav.updateRotation = false;
        animSetup = new AnimatorSetup(anim);

        // Convert deadZone variable from degrees to radians
        deadZone *= Mathf.Deg2Rad;
    }