private void Start() { Input.multiTouchEnabled = true; levelsParent = GameObject.Find("LevelDesign/Levels"); owsc = GameObject.Find("Data/ClientData").GetComponent <OWSkinController>(); for (int i = 0; i < levelsParent.transform.childCount; i++) { levels.Add(levelsParent.transform.GetChild(i).transform.GetChild(0).GetComponent <LevelData>()); // TODO: Populate level Completion Data from Playfab for each child. } StartCoroutine(PopulateCompletedLevels()); // TODO: Fade out splash screen }
private void Awake() { sasf = GameObject.Find("Data/ClientData").GetComponent <SpellAndStaffPrefabs>(); owsc = GameObject.Find("Data/ClientData").GetComponent <OWSkinController>(); leftArrowSS = GameObject.Find("UICanvas1/PlayerPanel/SkinSelectionPanel/LeftArrow"); rightArrowSS = GameObject.Find("UICanvas1/PlayerPanel/SkinSelectionPanel/RightArrow"); skinPanelHeader = GameObject.Find("UICanvas1/PlayerPanel/SkinSelectionPanel/ParchmentPanel/Header/HeaderText") .GetComponent <TextMeshProUGUI>(); activeCards = 1; bodySelected = false; feetSelected = false; handsSelected = false; headSelected = false; skinContentRT = skinSelectContent.GetComponent <RectTransform>(); InstantiateStaffs(); GetAvailableSkins(); InstantiateSkins(availableBodySkins, bodyPrefab, bodySkinUI); InstantiateSkins(availableFeetSkins, feetPrefab, feetSkinUI); InstantiateSkins(availableHandSkins, handsPrefab, handsSkinUI); InstantiateSkins(availableHeadSkins, headPrefab, headSkinUI); GetAndToggleAllSkins(false); PopulateBubbleCardPool(); }
private void Start() { // TODO: Get the GameObjects of the skins and get the available image. owpc = GameObject.Find("UICanvas1/PlayerPanel").GetComponent <OWPlayerController>(); owsc = GameObject.Find("Data/ClientData").GetComponent <OWSkinController>(); }