private void Awake() { cm = GameObject.FindGameObjectWithTag("CheckpointManager"); cmClass = cm.GetComponent <CheckpointManager>(); deathPanel = GameObject.FindGameObjectWithTag("DeathPanel"); deathPanel2 = GameObject.FindGameObjectWithTag("DeathPanel2"); fallingPlat = GameObject.FindGameObjectsWithTag("FallingPlatform"); movingPlatform = GameObject.FindGameObjectsWithTag("MovingPlatform"); buttonPause = GameObject.FindGameObjectWithTag("PauseButton"); pfClass = new PlatformFall[fallingPlat.Length]; pmClass = new PlatformMove[movingPlatform.Length]; if (deathPanel && deathPanel.activeSelf) { deathPanel.gameObject.SetActive(false); } if (deathPanel2 && deathPanel2.activeSelf) { deathPanel2.gameObject.SetActive(false); } wlc = GameObject.FindGameObjectWithTag("Ball").GetComponent <WinLoseCheck>(); this.GetComponent <Rigidbody2D>().velocity = Vector3.zero; for (int i = 0; i < fallingPlat.Length; i++) { pfClass[i] = fallingPlat[i].GetComponent <PlatformFall>(); } for (int i = 0; i < movingPlatform.Length; i++) { pmClass[i] = movingPlatform[i].GetComponent <PlatformMove>(); } if (Time.timeScale == 0) { Time.timeScale = 1; } }
List <int> enemyBlockPos = new List <int>(); //for exit // Use this for initialization void Awake() { map = Instantiate(map_prefab); UI = Instantiate(UI_prefab); Turn = Instantiate(Turn_prefab); WLcheck = Instantiate(WLcheck_prefab); _rdsGeneEnemy = rdsGeneEnemy; //LevelManager = Instantiate(LevelManager_prefab); //Dialogue = Instantiate(Dialogue_prefab); //Dialogue.transform.SetParent(UI.transform); //Dialogue.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 0); //Debug.Log(UI.GetComponent<RectTransform>().rect); //Dialogue.transform.GetChild(0).gameObject.GetComponent<RectTransform>().rect.Set(0,0,UI.GetComponent<Rect>().width, //UI.GetComponent<Rect>().height); //for (int i = 0; i < Dialogue.transform.childCount;++i) //Dialogue.transform.GetChild(0).GetComponent<RectTransform>().sizeDelta = new Vector2(UI.GetComponent<RectTransform>().rect.width,UI.GetComponent<RectTransform>().rect.height); //Dialogue.transform.localScale = new Vector3(1, 1, 1); map_ctr = map.GetComponent <Map_Control>(); UI_ctr = UI.GetComponent <InGameUI>(); Turn_ctr = Turn.GetComponent <Turn_Control>(); WLcheck_ctr = WLcheck.GetComponent <WinLoseCheck>(); //level_ctr = LevelManager.GetComponent<LevelManager>(); //dialogue_ctr = Dialogue.GetComponent<DialogueManager>(); //director = timeline.GetComponent<PlayableDirector>(); //PlayableAsset playable = director.playableAsset; //TimelineAsset timelineAsset = (TimelineAsset)playable; //TrackAsset UItrack = timelineAsset.GetOutputTrack(6); //director.SetGenericBinding(UItrack, UI); //director.Play(); LevelStart(); UI.SetActive(false); }