Inheritance: MonoBehaviour
	// Use this for initialization
	void Start () {
        gms = GameObject.Find("EventSystem").GetComponent<GameMenuScript>();

        gms.cat.active = false;
        gms.dino.active = false;
        gms.duck.active = false;
        gms.elephant.active = false;
        gms.sheep.active = false;
        gms.turtle.active = false;

        switch (PlayerPrefs.GetString("current")) {
            case "cat":
                gms.cat.SetActive(true);
                break;
            case "dino":
                gms.dino.SetActive(true);
                break;
            case "duck":
                gms.duck.SetActive(true);
                break;
            case "elephant":
                gms.elephant.SetActive(true);
                break;
            case "sheep":
                gms.sheep.SetActive(true);
                break;
            case "turtle":
                gms.turtle.SetActive(true);
                break;
        }
        player = GameObject.FindGameObjectWithTag("Player");
	}
Exemple #2
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    public void LoadGameScene(string gameScene)
    {
        Scene scene = SceneManager.GetActiveScene();

        sceneToLoad = gameScene;
        if (scene.name == "menuScene")
        {
            MenuMainPanelScript menuMainPanelScript = FindObjectOfType <MenuMainPanelScript>();
            if (menuMainPanelScript != null)
            {
                menuMainPanelScript.gameObject.SetActive(false);
            }
        }
        else
        {
            GameMenuScript gameMenuScript = FindObjectOfType <GameMenuScript>();
            if (gameMenuScript != null)
            {
                gameMenuScript.gameObject.SetActive(false);
            }
        }

        StartCoroutine(LoadChooseScene());
        //AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(gameScene, LoadSceneMode.Single);
    }
Exemple #3
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    /*
     * Input Mode:
     *
     * 0 - player control
     * 1 - menu control
     * 2 - dialogue control
     *
     * Input Controls:
     *
     * KBM:
     * WASD/Arrow Keys  = move character / menu selection
     * E                = interact
     * Q                = cancel
     * I                = use item
     * M                = menu
     * SPACE            = attack
     * SHIFT            = transform
     * F                = flashlight
     * TAB /SHIFT       = toggle item
     *
     * CONTROLLER:
     * D-pad/Stick      = move character / menu selection
     * A/Cross          = interact
     * B/Circle         = cancel
     * X/Square         = use item
     * Y/Triangle       = menu
     * Right-Trigger    = attack
     * Left-Trigger     = transform
     * Right-Bumper     = flashlight
     * Left-Bumper      = toggle item
     *
     * ESC              = quit game w/out saving
     */


    void Start()
    {
        playerHandle.PlayerFlashCheck();
        menu = GameObject.Find("GameMenu").GetComponent <GameMenuScript>();

        // Determine what state the game is in at start to know whether to get / ignore input

        // Checks scene / Game State to determine Input True/Mode
        InputMode = 0;
        // Should be defaulted to false, until fade in over
        InputTrue = true;
    }
    void startGameWonAnimation()
    {
        IsGameStarted = false;

        FindObjectOfType <TimerScript>().isPaused = true;

        GameMenuScript gameMenuScript = FindObjectOfType <GameMenuScript>();

        gameMenuScript.SetUndoButtonEnabled(false);

        Transform camera          = Camera.main.transform;
        Transform cameraContainer = camera.parent;

        camera.transform.DOLocalMoveZ(6, 2).SetSpeedBased();
        cameraContainer.DOLocalRotate(cameraContainer.localEulerAngles + (Vector3.up * 720), 40, RotateMode.FastBeyond360).SetSpeedBased().OnComplete(() => {
            gameMenuScript.ShowGameWonDialog();
        });
    }
Exemple #5
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    protected void Initialize()
    {
        datapath      = (Application.dataPath) + "/StreamingAssets/Saves/Profile";
        savesInfoPath = (Application.dataPath) + "/StreamingAssets/SavesInfo.xml";

        Transform interfaceWindows = SpecialFunctions.gameInterface.transform;

        dialogWindow = interfaceWindows.GetComponentInChildren <DialogWindowScript>();
        gameMenu     = interfaceWindows.GetComponentInChildren <GameMenuScript>();
        SpecialFunctions.PlayGame();
        if (SceneManager.GetActiveScene().name != "MainMenu")
        {
            Cursor.visible = false;
        }
        if (PlayerPrefs.HasKey("Profile Number"))
        {
            profileNumber = PlayerPrefs.GetInt("Profile Number");
        }
        else
        {
            PlayerPrefs.SetInt("Profile Number", 0);
            profileNumber = 0;
        }
        GameObject[] checkpointObjects = GameObject.FindGameObjectsWithTag("checkpoint");
        checkpoints = new List <CheckpointController>();
        List <int> checkpointNumbers = new List <int>();

        for (int i = 0; i < checkpointObjects.Length; i++)
        {
            checkpoints.Add(checkpointObjects[i].GetComponent <CheckpointController>());
        }

        if (!PlayerPrefs.HasKey("Checkpoint Number"))
        {
            PlayerPrefs.SetInt("Checkpoint Number", 0);
        }
        startCheckpointNumber = PlayerPrefs.GetInt("Checkpoint Number");
    }