/// <summary> /// Runs at start /// </summary> void Start() { // store a static instance of this script Instance = this; // assign paddles to players SetPaddles_(); // assign zones to players SetZones_(); _timeShadowColour = CountdownTimerShadow.color; // create players SpawnPlayers_(); // setup pause handler List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>(); PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_); // setup the timeout _overallLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _overallLimit.Initialise(GAME_TIMEOUT, OnTimeLimitTick, OnTimeUp); // fade in EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage(); EndFader.StartFade(1, 0, FadeInComplete); }
/// <summary> /// Called once on startup /// </summary> private void Start() { Instance = this; SpawnPlayers_(); // initialise timer _countdownTimer = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _countdownTimer.Initialise(GAME_TIMEOUT, CountdownTick_, CountdownDone_, 1f); // make full screen if one player if (_players.Count == 1) { Chefs[0].ChefCamera.rect = new Rect(new Vector2(0, 0), new Vector2(1, 1)); Chefs[0].ControlsDisplayRect.localScale = new Vector3(1, 1, 1); Chefs[0].ErrorDisplayRect.localScale = new Vector3(1, 1, 1); Chefs[0].ConfirmDisplayRect.localScale = new Vector3(1, 1, 1); Chefs[0].OrdersDisplayRect.localScale = new Vector3(1, 1, 1); } // fade in EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage(); EndFader.StartFade(1, 0, () => { PauseGameHandler.Instance.Pause(true, StartGame_); }); List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>(); PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_); }
// Start is called before the first frame update void Start() { Instance = this; // make waves bob up and down StartCoroutine(ControlWaves_()); // hides the marshmallows that aren't assigned to any player HideUnusedMarshmallows_(); // create players var playerTransforms = SpawnPlayers_(); // initialise pause handler List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>(); PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_); // assign players to the camera CameraFollowScript.SetPlayers(playerTransforms, FollowDirection.Right); CameraFollowZoomScript.SetPlayers(playerTransforms, FollowDirection.Right); // display correct colours SetDisplays_(); // setup the timeout _overallLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _overallLimit.Initialise(GAME_TIMEOUT, OnTimeLimitTick, OnTimeUp); _pointCountdown = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _pointCountdown.Initialise(MAX_POINTS, OnPointsTick, null, 0.1f); // fade in EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage(); EndFader.StartFade(1, 0, FadeInComplete); }
/// <summary> /// Called once on creation /// </summary> private void Start() { Instance = this; var players = SpawnPlayers_(); FollowScript.SetPlayers(players, FollowDirection.Right); FollowZoomScript.SetPlayers(players, FollowDirection.Right); // initialise the timeout _overallLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _overallLimit.Initialise(TIME_LIMIT, PlayerTickCallback, PlayerTimeoutCallback); // initialise the timeout after a player completes _endingTimer = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _endingTimer.Initialise(10, EndGameTimeoutTick, EndGameTimeout); // start the timer _overallLimit.StartTimer(); // start spawning rocks foreach (var spawner in RockSpawners) { spawner.Enable(); } // spawn initial points SpawnPowerUpBoostsInitial_(); // start randomly spawning points StartCoroutine(SpawnPowerUpBoosts_()); }
// Start is called before the first frame update void Start() { Instance = this; // clear influencer image ResetSpriteImage_(); // initialise timer for each turn _turnLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _turnLimit.Initialise(15, TurnTickCallback, TurnTimeoutCallback); // spawn players SpawnPlayers_(); // some components will not be needed HideUnusedElements_(); // fade in EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage(); EndFader.StartFade(1, 0, FadeInComplete); // initialise pause List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>(); PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_); }
private void Start() { Instance = this; SpawnPlayers_(); // sets text of the scoreboard SetupScoreboard_(); // initialise pause handler List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>(); PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_); // more points for more players Correct_Points /= _players.Count; Wrong_Points /= _players.Count; Truth_Points /= _players.Count; DisplayActivePlayer_(); //initialise timer _zoneSelectionLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _zoneSelectionLimit.Initialise(30, ZoneSelectionCallback_, ZoneSelectionTimeoutCallback_); // fade in EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage(); EndFader.StartFade(1, 0, () => { PauseGameHandler.Instance.Pause(true, StartGame_); }); }
/// <summary> /// Called when the script starts up /// </summary> private void Awake() { _lapTimer = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _lapTimer.Initialise(MAX_LAP_POINTS - LOWEST_LAP_POINTS, lapTimerTick_, null, 0.1f); _carRigidBody = GetComponent <Rigidbody2D>(); _lapDrawings.Add(new List <Tuple <Vector3, bool> >()); }
// Start is called before the first frame update void Start() { // create static instance Instance = this; // initialise the timeout _overallLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _overallLimit.Initialise(GAME_TIMEOUT, OnTimeLimitTick, OnTimeUp); // spawn player objects SpawnPlayers_(); // setup pause List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>(); PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_); // fade in Fader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage(); Fader.StartFade(1, 0, FadeInComplete); }
// Start is called before the first frame update void Start() { // store static instance Instance = this; _scoreScreenPosition = ScoreScreen.localPosition; _sotpSignPosition = SotpSign.transform.localPosition; ScoreScreen.Translate(new Vector3(0, Screen.height + 50, 0)); ScoreScreen.gameObject.SetActive(false); SotpSign.transform.Translate(new Vector3(0, Screen.height + 50, 0)); SotpSign.gameObject.SetActive(false); _cameraZoom = GameplayCamera.orthographicSize; // Initialise the game SpawnPlayers_(); SetWind_(0, 100); InitialisePlayerPreviews_(); // fade in EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage(); EndFader.StartFade(1, 0, FadeInComplete); _playerLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _playerLimit.Initialise(30, DisplayCountdown, PlayerTimeoutCallback); // get the location of the ball at the start _ballLocation = Ball.transform.localPosition; _cameraLocation = GameplayCamera.transform.localPosition; List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>(); PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_); InitialiseScoreDisplays_(); }
// Called once on startup private void Start() { // initialise race timer (countdown) _raceTimer = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _raceTimer.Initialise(90, raceTimerTick_, raceTimerComplete_, 1f); Instance = this; // spawn player objects _players = SpawnPlayers_(); // hide unused items (not enough players to fill slots) HideUnusedElements_(_players.Count, Cars.Length); // fade in EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage(); EndFader.StartFade(1, 0, FadeInComplete_); // setup pause functionality and pause List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>(); PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_); }
/// <summary> /// Called once on startup /// </summary> private void Start() { Instance = this; var players = SpawnPlayers_(); // assign players to the camera CameraFollowScript.SetPlayers(players, FollowDirection.Up); _overallLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _overallLimit.Initialise(GAME_TIMEOUT, OnTimeLimitTick, OnTimeUp); _pointCountdown = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _pointCountdown.Initialise(MAX_POINTS, OnPointsTick, null, 0.1f); HideUnusedItems_(); EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage(); EndFader.StartFade(1, 0, FadeInComplete); List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>(); PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_); }
// Start is called before the first frame update void Start() { Instance = this; // fade in EndFader.GetComponentInChildren <Image>().sprite = PlayerManagerScript.Instance.GetFaderImage(); EndFader.StartFade(1, 0, FadeInComplete); // load all jokes - must be done in Start, not constructor (as Resources must be loaded after script starts) _jokeManager = new JokeManager(); // create players SpawnPlayers_(); // find components _cards = FindObjectsOfType <CardScript>(); _players = FindObjectsOfType <PunchlineBlingInputHandler>().OrderBy(p => p.GetPlayerIndex()).ToArray(); // set all players as not active for (int i = 0; i < _players.Length; i++) { _players[i].ActivePlayer(false, 0); } // initialise the notepad texts for (var i = 0; i < NoteBookTexts.Length; i++) { NoteBookTexts[i].text = ""; } // hide end UI PnlTotalPoints.SetActive(false); // configure the points display controls for (int i = 0; i < _players.Length; i++) { var images = PlayerDisplays[i].GetComponentsInChildren <Image>(); images[0].color = ColourFetcher.GetColour(i); images[1].sprite = CharacterIcons[_players[i].GetCharacterIndex()]; // set player name on display var txts = PlayerDisplays[i].GetComponentsInChildren <Text>(); txts[0].text = _players[i].GetPlayerName(); } // hide unused controls for (int i = _players.Length; i < PlayerDisplays.Length; i++) { PlayerDisplays[i].gameObject.SetActive(false); } CreateCards_(); // set up the timers _overallLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _playerLimit = (TimeLimit)gameObject.AddComponent(typeof(TimeLimit)); _overallLimit.Initialise(300, OverallTickCallback, OverallTimeoutCallback); _playerLimit.Initialise(20, PlayerTickCallback, PlayerTimeoutCallback); SpinWheel.Initialise(_players.ToList()); List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>(); PauseGameHandler.Instance.Initialise(genericPlayers, QuitGame_); }