Exemple #1
0
    // Use this for initialization
    void Start()
    {
        ppp = GameDataManger.manager.gameController.ppp;
        tf  = transform;
        rot = new Vector3(Random.Range(-randomRange, randomRange), Random.Range(-randomRange, randomRange), Random.Range(-randomRange, randomRange));

        //mat = GetComponent<MeshRenderer> ().material;
        switch (type)
        {
        case Type.Beef:
            cReal = c1;
            break;

        case Type.Cheese:
            cReal = c2;
            break;

        case Type.Lettuce:
            cReal = c3;
            break;

        case Type.Cream:
            cReal = c4;
            break;
        }
    }
    /*void Update()
     * {
     *  SetBorders();
     * }*/
    void Start()
    {
        GameDataManger.manager.fadePanel = fadePanel;
        camTF       = Camera.main.transform;
        camStartPos = camTF.position;
        levelNumber = GameDataManger.manager.currentLevel;
        GameDataManger.manager.FadeToBlack(false, null);
        ppp = GetComponent <PhysicParticlePool> ();
        UnPause();
        GameDataManger.manager.ClearMessageQueue();
        //Player initialization
        player   = (Player)Instantiate(playerPrefab, playerAnimStartPos, Quaternion.Euler(playerAnimStartRot));
        playerTf = player.transform;

        //playermodel/material setup
        if (!GameDataManger.manager.unlockData.modelUnlocks [GameDataManger.manager.settings.currentModel])
        {
            GameDataManger.manager.settings.currentModel = 0;
            GameDataManger.manager.settings.SaveSettings();
        }
        currentPlayerModel = GameDataManger.manager.assetManager.models[GameDataManger.manager.settings.currentModel];
        if (currentPlayerModel == null)
        {
            currentPlayerModel = GameDataManger.manager.assetManager.models[0];
        }
        Instantiate(currentPlayerModel, playerTf, false);
        if (!GameDataManger.manager.unlockData.matUnlocks [GameDataManger.manager.settings.currentMat])
        {
            GameDataManger.manager.settings.currentMat = 0;
            GameDataManger.manager.settings.SaveSettings();
        }
        currentPlayerMat = GameDataManger.manager.assetManager.mats[GameDataManger.manager.settings.currentMat];
        if (currentPlayerMat != null)
        {
            MeshRenderer[] rends = playerTf.GetComponentsInChildren <MeshRenderer>();
            foreach (MeshRenderer rend in rends)
            {
                rend.material = currentPlayerMat;
            }
        }
        //Custom model setups
        if (GameDataManger.manager.settings.currentMat == 5 && GameDataManger.manager.settings.currentModel == 5)
        {
            playerTf.GetComponentInChildren <ParticleSystem> (true).transform.parent.gameObject.SetActive(true);
        }

        player.GetComponent <Rigidbody> ().isKinematic = true;
        playerAnim           = player.GetComponent <Animator> ();
        playerAnim.enabled   = false;
        playerTf.position    = playerAnimStartPos;
        playerTf.eulerAngles = playerAnimStartRot;
        playerTf.localScale  = playerAnimStartScale;

        player.dustAnim = dustAnim;
        //player.dusterHolder = dustHolder;
        //player.duster = duster;
        player.dusterRing = dusterRing;
        player.gc         = this;
        player.level      = level;

        SpawnBackground();
        StartCoroutine(CountDown());
        SetBorders();
    }