//--- Unity Methods ---// private void Awake() { // Init the private variables m_roomManager = GameObject.FindObjectOfType <Room_Manager>(); m_callLogUI = GameObject.FindObjectOfType <CallerLog_UIManager>(); m_callList = new List <Call_Group>(); m_timeSinceLastCall = 0.0f; }
//--- Unity Methods ---// private void Awake() { // Init the private variables m_bindingManager = GameObject.FindObjectOfType <Binding_Manager>(); m_roomManager = GameObject.FindObjectOfType <Room_Manager>(); // Set up the special key animators m_swapKeyAnimator.AttachedKeyCode = m_swapKey; m_disconnectKeyAnimator.AttachedKeyCode = m_disconnectKey; m_deselectKeyAnimator.AttachedKeyCode = m_deselectKey; }
//--- Unity Methods ---// private void Awake() { // Init the private variables m_selectedCallers = new List <Call_Individual>(); m_keyBindings = new Dictionary <KeyCode, Call_Individual>(); m_roomManager = GameObject.FindObjectOfType <Room_Manager>(); m_keyToSwap = KeyCode.None; m_isInSwapMode = false; m_groupToBind = null; // Setup the dictionary to contain blank key bindings for all the letters of the alphabet for (var keyCode = KeyCode.A; keyCode <= KeyCode.Z; keyCode++) { m_keyBindings.Add(keyCode, null); } }
//--- Unity Methods ---// private void Awake() { // Init the private variables m_roomManager = GameObject.FindObjectOfType <Room_Manager>(); m_callLogUI = GameObject.FindObjectOfType <CallerLog_UIManager>(); m_callList = new List <Call_Group>(); totalCash = GameObject.Find("Txt_Money").GetComponent <TextMeshProUGUI>(); audioManager = GameObject.Find("AudioManager").GetComponent <Audio_Manager>(); persistManager = GameObject.Find("PersistenceManager").GetComponent <Persistence_Manager>(); m_active = false; // Sample the difficulty curve to determine how quickly calls should spawn throughout this day Persistence_Manager persistence = GameObject.FindObjectOfType <Persistence_Manager>(); Day_Manager dayManager = GameObject.FindObjectOfType <Day_Manager>(); float percentThroughWeek = (float)persistence.m_dayNumber / (float)(dayManager.maxDayCounter - 1); m_timeBetweenCalls = m_timeBetweenCallsCurve.Evaluate(percentThroughWeek); m_timeSinceLastCall = m_timeBetweenCalls; Debug.Log("Time Between Calls: " + m_timeBetweenCalls); }
// Start is called before the first frame update void Start() { //roomStat = Resources.FindObjectsOfTypeAll<RoomStats>()[0]; enemies = new List <GameObject>(); spawned = false; roomManager = GameObject.Find("RoomManager"); roomManagerScript = roomManager.GetComponent <Room_Manager>(); // Always put in bottom Spawn(); QualitySettings.vSyncCount = 0; Application.targetFrameRate = 30; // Debug for room number generation //for(; PlayerSaveStats.Level <= 10; PlayerSaveStats.Level++) //{ // Debug.Log("level:" + PlayerSaveStats.Level + "roomNum:" + PlayerSaveStats.CalculateRoomNum()); //} }
//--- Constructors ---// public Call_Group(int _numParticipants, float _waitTimeMax, float _callTimeMax) { // Init the event m_OnCallCompleted = new Call_CompletionEvent(); // Init the private data m_roomManager = GameObject.FindObjectOfType <Room_Manager>(); m_callParticipants = new List <Call_Individual>(); m_callState = Call_State.Waiting; m_numParticipants = _numParticipants; m_waitTimeMax = _waitTimeMax; m_waitTimeRemaining = m_waitTimeMax; m_callTimeMax = _callTimeMax; m_callTimeRemaining = m_callTimeMax; m_isInBindMode = false; m_shouldCheckState = true; // Create the call participants and keep track of them for (int i = 0; i < m_numParticipants; i++) { m_callParticipants.Add(new Call_Individual()); } }