// Start is called before the first frame update
    void Start()
    {
        levelUI = LevelUI.GetInstance();

        levelUI.AnnouncerTextLine.gameObject.SetActive(false);
        levelUI.healthSliders[0].gameObject.SetActive(false);
        levelUI.healthSliders[1].gameObject.SetActive(false);
        levelUI.LevelTimer.gameObject.SetActive(false);

        fade.SetActive(true);
        bars = GetComponentInChildren <CinematicBars>();
        bars.Show(200, 1);

        anim = GetComponent <Animator>();

        //player_1.GetComponent<StateManager>().dontMove = true;
        //player_2.GetComponent<StateManager>().dontMove = true;

        DisableFighters();


        cam        = GetComponentInChildren <Camera>();
        lm         = GetComponent <LevelManager>();
        lm.enabled = false;


        anim.SetInteger("Location", 1);
    }
Exemple #2
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    private void OnEnable()
    {
        levelUI = LevelUI.GetInstance();

        sp = GetComponent <StartingPresent>();

        oneSec = new WaitForSeconds(1);

        levelUI.AnnouncerTextLine.gameObject.SetActive(false);

        StartCoroutine("StartGame");
    }
    void Start()
    {
        Playerr = CharacterManager.GetInstance();
        levelUI = LevelUI.GetInstance();
        shoot   = CameraManager.GetInstance();

        Secs = new WaitForSeconds(1);

        levelUI.Line1.gameObject.SetActive(false);
        levelUI.Line2.gameObject.SetActive(false);

        StartCoroutine("Start");
    }
    void Start()
    {
        //grab references
        charM   = CharacterManager.GetInstance();
        levelUI = LevelUI.GetInstance();


        //initialize the wait.
        oneSec = new WaitForSeconds(1);

        levelUI.AnnouncerTextLine1.gameObject.SetActive(false);
        levelUI.AnnouncerTextLine2.gameObject.SetActive(false);

        StartCoroutine(StartGame());
    }
    // Use this for initialization
    void Start()
    {
        // referencias del singleton
        charM   = CharacterManager.GetInstace();
        levelUI = LevelUI.GetInstance();

        // esperas un segundo
        oneSec = new WaitForSeconds(1);

        // los anuncios estan cerrados
        levelUI.AnnouncerTextLine1.gameObject.SetActive(false);
        levelUI.AnnouncerTextLine2.gameObject.SetActive(false);

        StartCoroutine("StartGame");
    }
    void Start()
    {
        //get the references from the singletons
        charM   = CharacterManager.GetInstance();
        levelUI = LevelUI.GetInstance();
        camM    = CameraManager.GetInstance();

        //init the WaitForSeconds
        oneSec = new WaitForSeconds(1);

        levelUI.AnnouncerTextLine1.gameObject.SetActive(false);
        levelUI.AnnouncerTextLine2.gameObject.SetActive(false);

        StartCoroutine("StartGame");
    }
Exemple #7
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    void Start()
    {
        //получим объекты из других скриптов
        charM   = CharacterManager.GetInstance();
        levelUI = LevelUI.GetInstance();
        camM    = CameraManager.GetInstance();

        //задаем количество секунд переменной oneSec
        oneSec = new WaitForSeconds(1);

        levelUI.AnnouncerTextLine1.gameObject.SetActive(false);
        levelUI.AnnouncerTextLine2.gameObject.SetActive(false);

        StartCoroutine("StartGame");
    }
Exemple #8
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    void Start()
    {
        //As referencias do singletons
        charM   = CharacterManager.GetInstance();
        levelUI = LevelUI.GetInstance();
        camM    = CameraManager.GetInstance();

        //Inicializar o WaitForSeconds
        oneSec = new WaitForSeconds(1);

        levelUI.AnnouncerTextLine1.gameObject.SetActive(false);
        levelUI.AnnouncerTextLine2.gameObject.SetActive(false);

        StartCoroutine("StartGame");
    }
    void Start()
    {
        //get the references from the singletons
        charM        = CharacterManager.GetInstance();
        levelUI      = LevelUI.GetInstance();
        camM         = GameObject.Find("CameraRig").GetComponent <CameraControl>();
        sceneManager = MySceneManager.GetInstance();
        vPlayer      = null;
        //init the WaitForSeconds
        oneSec = new WaitForSeconds(1);

        //levelUI.AnnouncerTextLine1.gameObject.SetActive(false);
        //levelUI.AnnouncerTextLine2.gameObject.SetActive(false);

        //Turn off AI and Player Controls
        controlEnabled = false;



        StartCoroutine("StartGame");
    }