public SkeletonManager(HazardData skeleton, Player[] players, ShipManager shipManager) { _skeletonData = skeleton; _players = players; _enemyCondition = shipManager.GetShip(ShipType.Enemy); _shipCondition = shipManager.GetShip(ShipType.Player); }
void Start() { _shipCondition = GetComponent <ShipCondition>(); _postProcessing.TryGet(out Fog fog); _maximumHeightInitial = fog.maximumHeight.value; _postProcessing.TryGet(out HDRISky sky); _initialSkyLux = sky.desiredLuxValue.value; ToggleFog(_fogOn); }
private void FindTarget() { var ships = FindObjectsOfType <ShipCondition>(); foreach (var ship in ships) { if (ship.ShipType != _shipCondition?.ShipType) { _enemyCondition = ship; } } }
private void Start() { _shipCondition = GetComponentInParent <ShipCondition>(); _particleSystem = GetComponentsInChildren <ParticleSystem>(); _spawnPos = GetComponentInChildren <ItemSpawn>(); _audioPool = FindObjectOfType <AudioSourcePoolManager>(); if (_spawnPos == null) { Debug.LogError("Missing spawn position script on children objects. You need to create a child game object and assign ItemSpawn script to it"); } }
void Start() { _shipCondition = GetComponentInParent <ShipCondition>(); _interactParticles = GetComponentInChildren <InteractParticles>(); _createUIElement = FindObjectOfType <CreateUIElement>(); if (_createUIElement) { var go = _createUIElement.CreateElement(UIElement.ProgressBar, transform.position); _bar = go.GetComponent <FixProgressBar>(); _bar.Init(0, _fixingTime, transform.position); _bar.gameObject.SetActive(false); } }
public void Init(FloatVariable roundTime, ShipCondition ship) { _roundTime = roundTime; _playerShip = ship; if (_easyHazards.Count == 0 || _mediumHazards.Count == 0 || _hardHazards.Count == 0 || _introduction.Count == 0) { Debug.LogError("Missing hazards from lists"); } EventManager.TriggerEvent("SpawnEnemyShip", new EventManager.EventMessage(_enemyShip)); }
void Start() { _shipCondition = GetComponentInParent <ShipCondition>(); _interactParticles = GetComponentInChildren <InteractParticles>(); _createUIElement = FindObjectOfType <CreateUIElement>(); var go = _createUIElement.CreateElement(UIElement.ProgressBar, transform.position); _bar = go.GetComponent <FixProgressBar>(); _bar.Init(0, _fixingTime, transform.position); _bar.gameObject.SetActive(false); _audioSource = GetComponent <AudioSource>(); _audioSource.outputAudioMixerGroup = _audioEvent.MixerGroup; }
void Start() { _navMeshLink = GetComponent <NavMeshLink>(); var ships = FindObjectsOfType <ShipCondition>(); foreach (var s in ships) { if (s.ShipType == ShipType.Player) { _playerShip = s; } } _shipHealth = _playerShip.GetHealth(); }
public void Tick(ShipCondition ship) { if (ship.IsSinking()) { return; } _time -= Time.deltaTime; _roundTimeUI.Value = (float)_time; if (_time <= 0) { _levelEventManager.SetLevelPlayState(LevelEventManager.LevelPlayState.Won); SceneManager.LoadScene("ScoreScene"); } }
public void Init(ShipCondition ship) { _ship = ship; _navMeshSurface = FindObjectOfType <NavMeshSurface>(); _navMeshSurface.BuildNavMesh(); }
private void Start() { _ship = GetComponent <ShipCondition>(); _moveTarget = new Vector3(0, 0, _moveDistance); }