// PRIVATE STATIC
		
		//--------------------------------------	
		//  Methods
		//--------------------------------------		
		///<summary>
		///	Use this for initialization
		///</summary>
		void Start () 
		{
			_bowlingBallPrefabStateComponent = GetComponent<SGMStateComponent>();
			Debug.Log ("c: " + _bowlingBallPrefabStateComponent);
			Debug.Log ("i: " + _bowlingBallPrefabStateComponent.inputMode);
			Debug.Log ("s: " + _bowlingBallPrefabStateComponent.bowlingBallState);
		}
Example #2
0
        // PRIVATE STATIC

        //--------------------------------------
        //  Methods
        //--------------------------------------
        ///<summary>
        ///	Use this for initialization
        ///</summary>
        void Start()
        {
            _bowlingBallPrefabStateComponent = GetComponent <SGMStateComponent>();
            Debug.Log("c: " + _bowlingBallPrefabStateComponent);
            Debug.Log("i: " + _bowlingBallPrefabStateComponent.inputMode);
            Debug.Log("s: " + _bowlingBallPrefabStateComponent.bowlingBallState);
        }
        // PRIVATE STATIC

        //--------------------------------------
        //  Methods
        //--------------------------------------
        ///<summary>
        ///	Use this for initialization
        ///</summary>
        void Start()
        {
            //GRAB REFERENCE, JUST TO TRIGGER INSTANTIATE (IF IT DOESN'T EXIST YET)
            GameObject simpleGameManagerGameObject = SimpleGameManagerComponent.SimpleGameManagerGameObject;

            //I ASSUME THIS TO BE TRUE, ALWAYS
            if (simpleGameManagerGameObject)
            {
                _bowlingBallPrefabStateComponent = simpleGameManagerGameObject.GetComponent <SGMStateComponent>();
                _bowlingBallRolling_audiosource  = GetComponent <AudioSource>();
            }
        }
Example #4
0
        /// <summary>
        /// _dos the update references.
        ///
        /// NOTE:   The location(s) where this is called is proof that a
        ///         'lifecycle' (when the SGM restarts, etc...) would be helpful.
        ///
        /// </summary>
        private void _doUpdateReferences()
        {
            //
            _bowlingBallPrefabStateComponent = GetComponent <SGMStateComponent>();
            GameObject scoreGUIText_gameobject = GameObject.Find("ScoreGUIText");

            if (scoreGUIText_gameobject)
            {
                _score_guitext = scoreGUIText_gameobject.GetComponent <GUIText>();

                //
                _bowlingPinPrefabs_gameobject = GameObject.FindGameObjectsWithTag("BowlingPinPrefabTag");
            }
        }
Example #5
0
 //--------------------------------------
 //  Methods
 //--------------------------------------
 ///<summary>
 ///	Use this for initialization
 ///</summary>
 void Start()
 {
     _bowlingBallPrefabStateComponent = GetComponent <SGMStateComponent>();
 }
		//--------------------------------------
		//  Methods
		//--------------------------------------		
		///<summary>
		///	Use this for initialization
		///</summary>
		void Start () 
		{
			_bowlingBallPrefabStateComponent = GetComponent<SGMStateComponent>();
		}
		// PRIVATE STATIC
		
		//--------------------------------------
		//  Methods
		//--------------------------------------		
		///<summary>
		///	Use this for initialization
		///</summary>
		void Start () 
		{

			//GRAB REFERENCE, JUST TO TRIGGER INSTANTIATE (IF IT DOESN'T EXIST YET)
			GameObject simpleGameManagerGameObject	= SimpleGameManagerComponent.SimpleGameManagerGameObject;

			//I ASSUME THIS TO BE TRUE, ALWAYS
			if (simpleGameManagerGameObject) {
				_bowlingBallPrefabStateComponent = simpleGameManagerGameObject.GetComponent<SGMStateComponent>();
				_bowlingBallRolling_audiosource = GetComponent<AudioSource>();
			}
			
			
			
		}
		/// <summary>
		/// _dos the update references.
		/// 
		/// NOTE: 	The location(s) where this is called is proof that a 
		/// 		'lifecycle' (when the SGM restarts, etc...) would be helpful.
		/// 
		/// </summary>
		private void _doUpdateReferences()
		{
			//
			_bowlingBallPrefabStateComponent 	= GetComponent<SGMStateComponent>();
			GameObject scoreGUIText_gameobject	= GameObject.Find ("ScoreGUIText");
			if (scoreGUIText_gameobject) {
				_score_guitext = scoreGUIText_gameobject.GetComponent<GUIText>();
			
				//
				_bowlingPinPrefabs_gameobject = GameObject.FindGameObjectsWithTag ("BowlingPinPrefabTag");
			}
			
		}