public static void uncallMerky() { if (Application.isEditor && !Application.isPlaying) { //Deactivate spawn point PlayerTestSpawnPoint playerTSP = GameObject.FindObjectOfType <PlayerTestSpawnPoint>(); playerTSP.enabled = false; GameObject playerSpawnObject = playerTSP.gameObject; playerSpawnObject.SetActive(true); //Select player object GameObject playerObject = GameObject.FindObjectOfType <PlayerController>().gameObject; Selection.activeGameObject = playerObject; } }
public static void callMerky() { if (Application.isEditor && !Application.isPlaying) { PlayerTestSpawnPoint playerTSP = GameObject.FindObjectOfType <PlayerTestSpawnPoint>(); GameObject playerSpawnObject = playerTSP.gameObject; //Enable it playerTSP.enabled = true; playerSpawnObject.SetActive(true); RulerDisplayer rd = GameObject.FindObjectOfType <RulerDisplayer>(); if (rd) { rd.transform.position = RulerDisplayer.currentMousePos; } else { playerSpawnObject.transform.position = (Vector2)SceneView.GetAllSceneCameras()[0].transform.position; } Selection.activeGameObject = playerSpawnObject; } else { //Call the player GameObject playerObject = GameObject.FindObjectOfType <PlayerController>().gameObject; if (GameObject.FindObjectOfType <RulerDisplayer>()) { playerObject.transform.position = RulerDisplayer.currentMousePos; } else { playerObject.transform.position = (Vector2)SceneView.GetAllSceneCameras()[0].transform.position; } Selection.activeGameObject = playerObject; } }
// Use this for initialization void Start() { #if UNITY_EDITOR PlayerTestSpawnPoint ptsp = FindObjectOfType <PlayerTestSpawnPoint>(); if (ptsp && ptsp.enabled) { Managers.DemoMode.DemoMode = true; } #endif //Register delegates registerDelegates(); //Pause time Managers.Time.setPause(FindObjectOfType <LoadingScreen>(), true); //Init Gesture Managers.Gesture.init(); //init DemoMode Managers.DemoMode.init(); //If in demo mode, if (Managers.DemoMode.DemoMode) { //Save its future files with a time stamp Managers.File.saveWithTimeStamp = true; } //Init the ScenesManager Managers.Scene.init(); //Check to see which levels need loaded Managers.Scene.checkScenes(); //If it's not in demo mode, and its save file exists, if (!Managers.DemoMode.DemoMode && ES3.FileExists("merky.txt")) { //Load the save file Managers.File.loadFromFile(); } //Update the list of objects that have state to save Managers.Object.refreshGameObjects(); //Update the game state id trackers Managers.Rewind.init(); //Load the memories Managers.Object.LoadMemories(); //Load Tutorials scene #if UNITY_EDITOR Scene tutorialScene = SceneManager.GetSceneByName("Tutorials"); if (tutorialScene.IsValid() && tutorialScene.isLoaded) { //don't do anything } else { #endif SceneManager.LoadSceneAsync("Tutorials", LoadSceneMode.Additive); #if UNITY_EDITOR } #endif //Initialize addressables var aoh = Addressables.InitializeAsync(); aoh.Completed += (ao) => { //Create new test object just to make sure it's working var op = Addressables.InstantiateAsync(testAssetRef); op.Completed += (operation) => { GameObject newGO = operation.Result; Destroy(newGO); }; }; }