//Сделать специальное меню для соответсвующей опции
        public bool SetMenu(StringSettings stringSettingsTemp)
        {
            instance = this;
            if (gameManager == null)
            {
                gameManager = GameManager.instance;
            }
            if (pointSpawner == null)
            {
                pointSpawner = PointSpawner.instance;
            }

            gameIsPaused = false;
            currentState = State.Pause;

            header_strings.Clear();
            continue_strings.Clear();
            restart_strings.Clear();

            header_strings.Add(stringSettingsTemp.pauseHeader);
            continue_strings.Add(stringSettingsTemp.@continue);
            restart_strings.Add(stringSettingsTemp.restart);

            header_strings.Add(stringSettingsTemp.victoryHeader);
            continue_strings.Add(stringSettingsTemp.@continue);
            restart_strings.Add(stringSettingsTemp.restart);

            header_strings.Add(stringSettingsTemp.deathHeader);
            continue_strings.Add(stringSettingsTemp.@continue);
            restart_strings.Add(stringSettingsTemp.restart);

            exitButtonText.text            = stringSettingsTemp.exit;
            confirmationHeaderText.text    = stringSettingsTemp.confirmationHeader;
            confirmationYesButtonText.text = stringSettingsTemp.confirmationYes;
            confirmationNoButtonText.text  = stringSettingsTemp.confirmationNo;

            blackInkText = blackInkGameObject.GetComponent <TextMeshProUGUI>();
            scoreText    = scoreGameObject.GetComponent <TextMeshProUGUI>();

            confirmationHeaderText    = confirmationHeaderGameObject.GetComponent <TextMeshProUGUI>();
            confirmationYesButtonText = confirmationYesButtonGameObject.transform.Find("Yes").gameObject.GetComponent <TextMeshProUGUI>();
            confirmationNoButtonText  = confirmationNoButtonGameObject.transform.Find("No").gameObject.GetComponent <TextMeshProUGUI>();

            UpdateScore();
            DeactivateMenu();
            menu_is_loaded = true;
            return(true);
        }
 // Start is called before the first frame update
 void Awake()
 {
     this.winScreen   = GameObject.Find("WinScreen");
     this.loseScreen  = GameObject.Find("LoseScreen");
     this.introCanvas = GameObject.Find("IntroCanvas");
     this.winScreen.SetActive(false);
     this.loseScreen.SetActive(false);
     this.cub             = GameObject.Find("Cub").GetComponent <Cub>();
     this.floorSpawner    = GameObject.Find("FloorSpawner").GetComponent <FloorSpawner>();
     this.player          = GameObject.Find("Player").GetComponent <PlayerController>();
     this.pointSpawner    = GameObject.Find("PointSpawner").GetComponent <PointSpawner>();
     this.camera          = GameObject.Find("Main Camera").GetComponent <Camera>();
     this.gameOverSound   = GameObject.Find("game_over");
     this.gameWonSound    = GameObject.Find("game_won");
     this.backgroundMusic = GameObject.Find("Audio Source");
 }
 private void Awake()
 {
     instance = this;
 }
Exemple #4
0
 private void Awake()
 {
     pointSpawner = FindObjectOfType <PointSpawner>();
 }
Exemple #5
0
 public BasicEnemy SetPointSpawner(PointSpawner p)
 {
     _pointSpawner = p;
     return(this);
 }
Exemple #6
0
 public Points SetSpawner(PointSpawner p)
 {
     _spawner = p;
     return(this);
 }
Exemple #7
0
 private void Awake()
 {
     pointSpawner = FindObjectOfType <PointSpawner>();
     pinPrefab    = this.gameObject;
 }
Exemple #8
0
 private void Start()
 {
     score        = 0f;
     score_txt    = GetComponent <Text>();
     pointSpawner = FindObjectOfType <PointSpawner>();
 }