void OnEnable() { OptionsScript = GameObject.FindGameObjectWithTag("OptionsMenu").GetComponent <OptionsScript>(); OptionsButton.onClick.AddListener(delegate { OnOptionsClick(); }); PlayButton.onClick.AddListener(delegate { OnPlayClick(); }); ExitButton.onClick.AddListener(delegate { OnExitClick(); }); }
void Start() { instance = this; this.enabled = false; // The game can enable this script when the game is paused GameObject player = GameObject.FindWithTag("Player"); characterScript = player.GetComponent<CharacterScript>(); optionsScript = transform.parent.GetComponentInChildren<OptionsScript>(); }
public void Start() { Instance = this; mScript = GameObject.Find("Main Camera").GetComponent<MenuController>(); psScript = GameObject.Find("PlayerSettings").GetComponent<PlayerSettingsScript>(); screenWidth = Screen.width; screenHeight = Screen.height; groupWidth = 420f; groupHeight = 330f; setWidth = (screenWidth - groupWidth); setHeight = (screenHeight - groupHeight); }
void Awake() { Instance = this; menuObject = GameObject.Find("MainMenu"); mScript = menuObject.GetComponent<MenuScript>(); gameMObject = GameObject.Find("GameModes"); gmScript = gameMObject.GetComponent<GameModeScript>(); optionsObject = GameObject.Find("Options"); oScript = optionsObject.GetComponent<OptionsScript>(); menuActive = true; optionsActive = false; modesActive = false; }
public AudioClip btnClickClip; //Btn click // Use this for initialization void Start() { OptionsScript optionsManager = GameObject.FindGameObjectWithTag("Options").GetComponent <OptionsScript>(); //Disable music if needed if (!optionsManager.MusicOn) { backgroundSource.gameObject.SetActive(false); } if (!optionsManager.SFXOn) { soundEffectsSource.gameObject.SetActive(false); } }
// Use this for initialization void Start() { //Find script progressScript = GameObject.FindGameObjectWithTag("AvatarTransfer").GetComponent <AvatarProgress>(); ChangeBackgroundMusic(progressScript.level); //OPTIONS OptionsScript optionsManager = GameObject.FindGameObjectWithTag("Options").GetComponent <OptionsScript>(); //Disable music if needed if (!optionsManager.MusicOn) { backgrounSource.gameObject.SetActive(false); } if (!optionsManager.SFXOn) { soundEffectsSource.gameObject.SetActive(false); soundEffectsSource2.gameObject.SetActive(false); } }
// Use this for initialization void Start() { this.gameScript = this.gameObject.GetComponent ("GameControllerScript") as GameControllerScript; this.options = this.gameObject.GetComponent ("OptionsScript") as OptionsScript; this.currentGUISkin = gameScript.currentGUISkin; this.InitTimer (); AudioSource[] audioSources = GetComponents<AudioSource>(); this.countdownAudioSource = audioSources[2]; countdownAudioSource.clip = this.countdownSound; }
// Use this for initialization void Start() { optionsManager = GameObject.FindGameObjectWithTag("Options").GetComponent <OptionsScript>(); }
void Start() { int x; int y; int z; int axis; yOffset = 1F; Transform blockInstance; BlockScript blockScript; ConnectorScript connectorScript; Transform connectorInstance; TextMesh textMesh; this.gameView = "menu"; this.options = this.gameObject.GetComponent ("OptionsScript") as OptionsScript; this.timer = this.gameObject.GetComponent ("TimerScript") as TimerScript; this.sizeGUI(); this.options.InitOptions(); //setup audio sources AudioSource[] audioSources = GetComponents<AudioSource>(); this.swipeAudioSource = audioSources[0]; this.collideAudioSource = audioSources[1]; this.collideAudioSource.clip = this.collideSound; //instantiate the blocks and connectors and position them for (x = 0; x <= 2; x++) { for (y = 0; y <= 2; y++) { for (z = 0; z <= 2; z++) { //instantiate the block blockInstance = Instantiate (block, new Vector3(x * this.scale, y * this.scale + this.yOffset, z * this.scale), Quaternion.identity) as Transform; this.blocks[x,y,z] = blockInstance; blockScript = blockInstance.gameObject.GetComponent("BlockScript") as BlockScript; blockScript.Initialize(x,y,z,this); } } } // instantiate the connectors for (x = 0; x <= 2; x++) { for (y = 0; y <= 2; y++) { for (z = 0; z <= 2; z++) { //instantiate the x connector connectorInstance = Instantiate (connector) as Transform; connectorScript = connectorInstance.gameObject.GetComponent("ConnectorScript") as ConnectorScript; connectorScript.Initialize(x,y,z,"x", this); this.connectors[x,y,z,0] = connectorInstance; //instantiate the y connector connectorInstance = Instantiate (connector) as Transform; connectorScript = connectorInstance.gameObject.GetComponent("ConnectorScript") as ConnectorScript; connectorScript.Initialize(x,y,z,"y", this); this.connectors[x,y,z,1] = connectorInstance; //instantiate the z connector connectorInstance = Instantiate (connector) as Transform; connectorScript = connectorInstance.gameObject.GetComponent("ConnectorScript") as ConnectorScript; connectorScript.Initialize(x,y,z,"z", this); this.connectors[x,y,z,2] = connectorInstance; } } } //instantiate the move blocks if (PlayerPrefs.HasKey ("game_status")) { this.loadSavedGame(); } else { this.restart (); } }
// Start is called before the first frame update void Start() { //The reset will occur after the time input has passed Invoke("ResetTime", resetTime); //Calls the make room function from the Room maker script on the game manager GetComponent <RoomMaker>().MakeRoom(); //Finds the options script and turns it on OptionsScript options = FindObjectOfType <OptionsScript>(); options.enabled = true; objects = GameObject.FindGameObjectsWithTag("Properties"); foreach (GameObject iObject in objects) { if (iObject.GetComponent <ObjectInGame>() == null) { iObject.AddComponent <ObjectInGame>(); } } //This will go through every object in the game with the tag properties and sort it into lists depending it's property type //Some objects will have more than one property type and therefore will appear in multiple lists. for (int i = 0; i < objects.Length; i++) { if (objects[i].GetComponent <ObjectInGame>()) { for (int j = 0; j < objects[i].GetComponent <ObjectInGame>().properties.type.Length; j++) { switch (objects[i].GetComponent <ObjectInGame>().properties.type[j]) { case ObjectProperties.property.Color: colorObjects.Add(objects[i]); break; case ObjectProperties.property.Form: formObjects.Add(objects[i]); break; case ObjectProperties.property.Light: lightObjects.Add(objects[i]); break; case ObjectProperties.property.Line: lineObjects.Add(objects[i]); break; case ObjectProperties.property.Pattern: patternObjects.Add(objects[i]); break; case ObjectProperties.property.Space: spaceObjects.Add(objects[i]); break; case ObjectProperties.property.Texture: textureObjects.Add(objects[i]); break; default: break; } } } } }
void Awake() { _instance = this; }