void Start() { Time.timeScale = 1; isReady = false; characterImage = GetComponent <Image>(); playerManager = FindObjectOfType <PlayerSelectManager>(); }
public void Start(){ enteredActionPanel = false; outOfSubAttackPanel = true; outOfAttackButton = true; outOfActionPanel = true; playerSelectManager = GameObject.FindObjectOfType<PlayerSelectManager>(); actionManager = GameObject.FindObjectOfType<ActionManager>(); }
void Start() { playerSelectManager = GetComponent<PlayerSelectManager>(); gameManager = GetComponent<GameManager>(); undoManager = GetComponent<UndoManager>(); mapGenerator = GetComponent<MapGenerator>(); currentActionSelected = -1; tileColorManager = GetComponent<TileColorManager>(); }
private void OnEnable() { counter = .1f; canPress = false; isReady = false; characterImage = GetComponent <Image>(); playerManager = FindObjectOfType <PlayerSelectManager>(); characterImage.sprite = deactivated; }
private void LeaveState() { /* This is the code to run when you are transitioning OUT of a state * Used to neatly clean up any data necessary between states */ switch (m_State) { case MenuState.Loading: { break; } case MenuState.MainMenu: { // close the main menu canvas m_mainCanvas.gameObject.SetActive(false); break; } case MenuState.AboutMenu: { // close the about menu canvas m_aboutCanvas.gameObject.SetActive(false); break; } case MenuState.SettingsMenu: { m_SettingsManager = null; // close the settings menu canvas m_settingsCanvas.gameObject.SetActive(false); break; } case MenuState.PlayerSelect: { m_PlayerSelectManager = null; // close the player select canvas m_playerSelectCanvas.gameObject.SetActive(false); // hide any players? break; } case MenuState.QuickStart: { m_QuickStartCanvas.gameObject.SetActive(false); break; } default: { // THROW ERROR! throw new System.NotImplementedException("State missing in MenuManager.LeaveState()"); } } }
// Start is called before the first frame update void Start() { daMan = GameObject.FindGameObjectWithTag("Manager").GetComponent <PlayerSelectManager>(); daOtherMan = GameObject.FindGameObjectWithTag("Manager").GetComponent <PlayerReorderManager>(); if (starting != "") { Settle(GameObject.Find(starting).GetComponent <DropArea>()); } instances.Add(this); }
void Awake() { playerManager = FindObjectOfType <PlayerSelectManager>(); UI = FindObjectOfType <UIManager>(); //players = new List<PlayerController>(FindObjectsOfType<PlayerController>()); if (playerManager == null) { for (int i = testPlayersActive; i < players.Count; i++) { players[i].gameObject.SetActive(false); } } else { for (int i = 0; i < players.Count; i++) { if (playerManager.p1Ready == false) { if (players[i].name == "Player 1") { players[i].gameObject.SetActive(false); } } if (playerManager.p2Ready == false) { if (players[i].name == "Player 2") { players[i].gameObject.SetActive(false); } } if (playerManager.p3Ready == false) { if (players[i].name == "Player 3") { players[i].gameObject.SetActive(false); } } if (playerManager.p4Ready == false) { if (players[i].name == "Player 4") { players[i].gameObject.SetActive(false); } } UI.UIRunThrough(); } Destroy(playerManager.gameObject); } }
// Use this for initialization void Awake() { playerSelectManager = GameObject.FindObjectOfType<PlayerSelectManager>(); actionManager = GameObject.FindObjectOfType<ActionManager>(); animator = GetComponent<Animator>(); }
private void SetState(MenuState new_state) { /* This will be called to change the MenuManager to a new state. * Here you should write the code to set up any data needed in the new state. */ // leave old state LeaveState(); // change state m_State = new_state; switch (m_State) { case MenuState.Loading: { break; } case MenuState.MainMenu: { // open the main menu canvas m_mainCanvas.gameObject.SetActive(true); EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject); #if UNITY_STANDALONE_WIN Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; #endif break; } case MenuState.AboutMenu: { // open the about menu canvas m_aboutCanvas.gameObject.SetActive(true); break; } case MenuState.SettingsMenu: { // open the settings menu canvas m_settingsCanvas.gameObject.SetActive(true); //sets selected item to first in the settings menu EventSystem.current.SetSelectedGameObject(GameObject.Find("Quality").GetComponent <Dropdown>().gameObject); m_SettingsManager = new SettingsMenuManager(this, m_GameManager); break; } case MenuState.PlayerSelect: { // open the player select menu canvas m_playerSelectCanvas.gameObject.SetActive(true); m_PlayerSelectManager = new PlayerSelectManager(this, m_GameManager, m_Controllers); m_GameManager.Clear_Players(); break; } case MenuState.QuickStart: { m_QuickStartCanvas.gameObject.SetActive(true); m_QuickStartMenu = new QuickStartManager(m_GameManager, m_Controllers); break; } default: { // THROW ERROR! throw new System.NotImplementedException("State missing in MenuManager.SetState()"); } } }
private void ConnectToEvents() { IObservable <float> control = null; IObservable <int> isReady = null; _selectionMgr = GameObject.FindObjectOfType <PlayerSelectManager>(); switch (_playerNumber) { case 0: control = InputHandlerSingleton.Instance.Player1Move; isReady = _selectionMgr.Player1Status.StartWith(0); break; case 1: control = InputHandlerSingleton.Instance.Player2Move; isReady = _selectionMgr.Player2Status.StartWith(0); break; case 2: control = InputHandlerSingleton.Instance.Player3Move; isReady = _selectionMgr.Player3Status.StartWith(0); break; case 3: control = InputHandlerSingleton.Instance.Player4Move; isReady = _selectionMgr.Player4Status.StartWith(0); break; } // isReady = isReady.DelayFrame(1); // control = control.DelayFrame(1); isReady.Subscribe(i => { print("Ready status " + i); HideAll(); //Not ready if (i == 0) { _character.SetMaterial(_notReadyMaterial); _joinText.SetActive(true); } else { _character.SetMaterial(_readyMaterial); _character.SetColor(palette.HUDColors[_playerNumber]); //Selecting character if (i == 1) { _selectText.SetActive(true); foreach (var arrow in _arrows) { arrow.SetActive(true); } } else { _readyText.SetActive(true); } } // Prompt.SetActive(i == 0); // Ready.SetActive(i == 2); }).AddTo(this); control .Select(i => i > 0 ? 1 : i < 0 ? -1 : 0) .DistinctUntilChanged() //.Throttle(TimeSpan.FromSeconds(0.1f)) .CombineLatest(isReady, (c, r) => { if (r != 1) { return(0); } else { return(c); } }) .Where(i => i != 0) .Subscribe(i => { print("Change character " + i); var newIndex = (int)_selectedHelmet + i; var helmetTypes = Enum.GetNames(typeof(Helmet)); if (newIndex < 0) { newIndex = helmetTypes.Length - 1; } if (newIndex >= helmetTypes.Length) { newIndex = 0; } _selectedHelmet = (Helmet)newIndex; print("New Helmet " + _selectedHelmet); _helmetManager.SetHelmet(_selectedHelmet); print(_playerNumber); PlayerSelectManager.Helmets[_playerNumber] = _selectedHelmet; // currCharacter += i; // if (currCharacter >= Characters.Count) // { // currCharacter = 0; // } // else if (currCharacter < 0) // { // currCharacter = Characters.Count - 1; // } // Display.sprite = Characters[currCharacter]; }).AddTo(this); }
void Start() { pressedStart = false; playerManager = FindObjectOfType <PlayerSelectManager>(); }
void Start() { currentActionSelected = -1; playerSelectManager = GetComponent<PlayerSelectManager>(); }