// Start is called before the first frame update
    void Start()
    {
        save = SaveGameManager.Load();

        loveMeter.GetComponent <ProgressBar> ().current   = save.love;
        hungerMeter.GetComponent <ProgressBar> ().current = save.hunger;

        tidynessMeter.GetComponent <ProgressBar> ().current = save.tidyNess;

        // Instantiate a poop prefab for every poop position
        foreach (PoopPosition poop in save.poopPositions)
        {
            Instantiate(poopModel, poop.returnVector(), Quaternion.Euler(0, 0, 0));
        }
        save.poopPositions.Clear();

        anim  = gameObject.GetComponent <Animator> ();
        angry = gameObject.GetComponent <MeshRenderer> ();

        foreach (GameObject emotion in emojiMeshes)
        {
            emotionType.Add(emotion.name, emotion);
        }

        //private int timePassedSinceQuit = (int)SaveGameManager.loadMinusSave.TotalSeconds ;
        //loveMeter.GetComponent<ProgressBar> ().current -= (int)SaveGameManager.loadMinusSave.TotalSeconds * 1;
        //hungerMeter.GetComponent<ProgressBar> ().current += (int)SaveGameManager.loadMinusSave.TotalSeconds * 1;

        //loveMeter.GetComponent<ProgressBar> ().current -= (int)SaveGameManager.loadMinusSave.TotalSeconds * 1;

        InvokeRepeating("heightenNeeds", 1, 1);
    }
Exemple #2
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    // Use this for initialization
    void Start()
    {
        if (S == null)
        {
            S = this; // Set the Singleton // a
        }
        else
        {
            Debug.LogError("AchievementManager.Awake() - Attempted to assign second AchievementManager.S!");
        }

        if (SaveGameManager.Load() != null)
        {
            achievements = SaveGameManager.Load();
        }


        ACH_DICT = new Dictionary <WeaponType, Achievement>();
        for (int i = 0; i < achievements.Length; i++)
        {
            Achievement ach = achievements[i];
            ACH_DICT[ach.type] = ach;

            Renderer cubeRend = achievementBoxes[i].transform.Find("Cube").GetComponent <Renderer>();
            cubeRend.material.color = Main.GetWeaponDefinition(ach.type).projectileColor;

            GameObject chMark = achievementBoxes[i].transform.Find("checkedMark").gameObject;
            chMark.SetActive(ach.achieved);
        }
    }
Exemple #3
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    void Start()
    {
        levelsConfiguration = levelProgression.Split(',');

        ASTEROIDS = new List <Asteroid>();

        SaveGameManager.Load();

        getHighScore = false;
    }
Exemple #4
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 private void Awake()
 {
     //stores the high score and all that.
     _progress = new Progress();
     if (_S == null)
     {
         _S = this;
     }
     _settingsQueue = new Queue <AchievementSettings>();
     SCORE          = 0;
     SaveGameManager.Load();
 }
Exemple #5
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    void Start()
    {
#if DEBUG_AsteraX_LogMethods
        Debug.Log("AsteraX:Start()");
#endif

        ParseLevelProgression();

        ASTEROIDS = new List <Asteroid>();
        AddScore(0);

        SaveGameManager.Load();
    }
    void Start()
    {
#if DEBUG_AsteraX_LogMethods
        Debug.Log("AsteraX:Start()");
#endif
        // Register RemoteSettingsUpdated() to be called whenever RemoteSettings is updated.
        RemoteSettings.Updated += RemoteSettingsUpdated;

        ParseLevelProgression();

        ASTEROIDS = new List <Asteroid>();
        AddScore(0);

        SaveGameManager.Load();
    }
    void Start()
    {
#if DEBUG_Warpaid_LogMethods
        Debug.Log("Warpaid:Start()");
#endif

        PLAYERS     = new List <PlayerShip>();
        ENEMIES     = new List <Enemy>();
        PARTICLE_GT = GameObject.Find("ParticleGT").gameObject.GetComponent <Text>();
        GameObject player = Instantiate(playersSO.partPrefabs[0], new Vector3(0, 0, 0), new Quaternion(0, 0, 0, 0));
        StartCoroutine(SpawnWaves());

        // Loading data needed
        SaveGameManager.Load();

        // Update score, cash etc for properly display
        AddScore(0);
        AddCash(0);
        HUDSystems.UpdateInventory();
    }
Exemple #8
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    private void PrepareGame()
    {
        SaveGameManager.Load();

        Score        = SaveGameManager.saveFile.score;
        MaxScore     = SaveGameManager.saveFile.highScore;
        CurrentLevel = SaveGameManager.saveFile.levelReached;

        ParseWavesProgression();
        player = Instantiate(playerPrefab, new Vector3(0, 9, 0), Quaternion.identity);

        //var hoverController = player.GetComponent<HoverController>();

        hoverController = GameObject.FindObjectOfType <HoverController>();
        hoverController.onPlayerFire  += Shoot;
        hoverController.onPlayerDeath += GrantDestroyPlayer;
        //hoverController.onProjectileSpawn += StartListenProjectileEvents;

        ChangeGameState(gameState.game);
        //onLevelChange?.Invoke(CurrentLevel);
        Invoke("StartSpawningEnemies", 1f);
    }
Exemple #9
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    void Start()
    {
#if DEBUG_AsteraX_LogMethods
        Debug.Log("AsteraX:Start()");
#endif
        //determine which asteriod scriptable object to use.
        if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android)
        {
            asteroidsSO = asteroidsSO_Mobile;
        }
        else
        {
            asteroidsSO = asteroidsSO_PC;
        }
        // Register RemoteSettingsUpdated() to be called whenever RemoteSettings is updated.
        RemoteSettings.Updated += RemoteSettingsUpdated;

        ParseLevelProgression();

        ASTEROIDS = new List <Asteroid>();
        AddScore(0);

        SaveGameManager.Load();
    }
 public void LoadGame()
 {
     SaveGameManager.Load();
 }
Exemple #11
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 public void Load()
 {
     audioSource.Play();
     SaveGameManager.Load();
     SceneManager.LoadScene(1);
 }
Exemple #12
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    private void Initialize()
    {
        Inst = this;

        SaveNameReference saveNameRef = GameObject.FindObjectOfType <SaveNameReference>();

        if (saveNameRef != null && saveNameRef.IsGodMode)
        {
            GodMode = true;
        }

        Constants = GetComponent <Constants>();


        //Initializing CsDebug
        CsDebug debug = GetComponent <CsDebug>();

        debug.Initialize();

        //Initializing DBManager
        DBManager = new DBManager();
        DBManager.Initialize();

        //Initializing Material Manager
        MaterialManager = new MaterialManager();
        MaterialManager.Initialize();

        //Initializing sound manager
        SoundManager = new SoundManager();
        SoundManager.Initialize();

        //Initializing world manager
        WorldManager = new WorldManager();
        WorldManager.Initialize();

        //Initializing Event Manager
        EventManager = new EventManager();
        EventManager.Initialize();

        ItemManager = new ItemManager();
        ItemManager.Initialize();

        //Initializing NPC Manager
        NPCManager = new NPCManager();
        NPCManager.Initialize();



        PlayerControl = new PlayerControl();
        PlayerControl.Initialize();


        PlayerProgress = new PlayerProgress();


        UIManager = new UIManager();
        UIManager.Initialize();

        QuestManager = new QuestManager();
        QuestManager.Initialize();



        SaveGameManager = new SaveGameManager();

        /*
         * MutantCharacter mutant1 = NPCManager.SpawnRandomMutantCharacter("Mutant3", 2, new Vector3(-207.591f, 0, 58.15f));
         * mutant1.MyAI.BlackBoard.PatrolLoc = mutant1.transform.position;
         * mutant1.MyAI.BlackBoard.PatrolRange = new Vector3(2, 2, 2);
         * mutant1.MyAI.BlackBoard.CombatRange = new Vector3(40, 20, 20);
         * mutant1.MyAI.BlackBoard.HasPatrolInfo = true;
         *
         * MutantCharacter mutant1 = GameObject.Find("MutantCharacter").GetComponent<MutantCharacter>();
         * mutant1.Initialize();
         * mutant1.MyStatus.MaxHealth = 200;
         * mutant1.MyStatus.Health = 200;
         * mutant1.MyAI.BlackBoard.PatrolLoc = mutant1.transform.position;
         * mutant1.MyAI.BlackBoard.PatrolRange = new Vector3(5, 5, 5);
         * mutant1.MyAI.BlackBoard.CombatRange = new Vector3(40, 20, 20);
         * mutant1.MyAI.BlackBoard.HasPatrolInfo = true;
         *
         *
         * MutantCharacter mutant2 = GameObject.Find("MutantCharacter2").GetComponent<MutantCharacter>();
         * mutant2.Initialize();
         * mutant2.MyStatus.MaxHealth = 100;
         * mutant2.MyStatus.Health = 100;
         * mutant2.MyAI.BlackBoard.PatrolLoc = new Vector3(60, 0, -33);
         * mutant2.MyAI.BlackBoard.PatrolRange = new Vector3(5, 5, 5);
         * mutant2.MyAI.BlackBoard.CombatRange = new Vector3(40, 20, 20);
         * mutant2.MyAI.BlackBoard.HasPatrolInfo = true;
         *
         * mutant2 = GameObject.Find("MutantCharacter3").GetComponent<MutantCharacter>();
         * mutant2.Initialize();
         * mutant2.MyStatus.MaxHealth = 100;
         * mutant2.MyStatus.Health = 100;
         * mutant2.MyAI.BlackBoard.PatrolLoc = new Vector3(60, 0, -33);
         * mutant2.MyAI.BlackBoard.PatrolRange = new Vector3(5, 5, 5);
         * mutant2.MyAI.BlackBoard.CombatRange = new Vector3(40, 20, 20);
         * mutant2.MyAI.BlackBoard.HasPatrolInfo = true;
         *
         * mutant2 = GameObject.Find("MutantCharacter4").GetComponent<MutantCharacter>();
         * mutant2.Initialize();
         * mutant2.MyStatus.MaxHealth = 100;
         * mutant2.MyStatus.Health = 100;
         * mutant2.MyAI.BlackBoard.PatrolLoc = new Vector3(60, 0, -33);
         * mutant2.MyAI.BlackBoard.PatrolRange = new Vector3(5, 5, 5);
         * mutant2.MyAI.BlackBoard.CombatRange = new Vector3(40, 20, 20);
         * mutant2.MyAI.BlackBoard.HasPatrolInfo = true;
         *
         * mutant2 = GameObject.Find("MutantCharacter5").GetComponent<MutantCharacter>();
         * mutant2.Initialize();
         * mutant2.MyStatus.MaxHealth = 100;
         * mutant2.MyStatus.Health = 100;
         * mutant2.MyAI.BlackBoard.PatrolLoc = new Vector3(60, 0, -33);
         * mutant2.MyAI.BlackBoard.PatrolRange = new Vector3(5, 5, 5);
         * mutant2.MyAI.BlackBoard.CombatRange = new Vector3(40, 20, 20);
         * mutant2.MyAI.BlackBoard.HasPatrolInfo = true;
         *
         * mutant2 = GameObject.Find("MutantCharacter6").GetComponent<MutantCharacter>();
         * mutant2.Initialize();
         * mutant2.MyStatus.MaxHealth = 100;
         * mutant2.MyStatus.Health = 100;
         * mutant2.MyAI.BlackBoard.PatrolLoc = new Vector3(60, 0, -33);
         * mutant2.MyAI.BlackBoard.PatrolRange = new Vector3(5, 5, 5);
         * mutant2.MyAI.BlackBoard.CombatRange = new Vector3(40, 20, 20);
         * mutant2.MyAI.BlackBoard.HasPatrolInfo = true;
         */
        //HumanCharacter enemy1 = GameObject.Find("HumanCharacter2").GetComponent<HumanCharacter>();
        //HumanCharacter enemy2 = GameObject.Find("HumanCharacter4").GetComponent<HumanCharacter>();
        //HumanCharacter enemy3 = GameObject.Find("HumanCharacter5").GetComponent<HumanCharacter>();
        //HumanCharacter enemy4 = GameObject.Find("HumanCharacter6").GetComponent<HumanCharacter>();



        CameraController = GameObject.Find("CameraController").GetComponent <CameraController>();
        CameraController.Initialize();

        CameraShaker = CameraController.GetComponent <CameraShaker>();
        CameraShaker.Initialize();

        FXManager = new FXManager();
        FXManager.Initialize(50);

        AIScheduler = new AIScheduler();
        AIScheduler.Initialize();



        CursorManager = new CursorManager();
        CursorManager.Initialize();

        //if save name is empty then it's a new game
        //if save name is not empty then load save game

        if (saveNameRef == null)
        {
            saveNameRef = (GameObject.Instantiate(Resources.Load("SaveNameReference")) as GameObject).GetComponent <SaveNameReference>();
            //saveNameRef.SaveName = "TestSave";
        }
        if (!string.IsNullOrEmpty(saveNameRef.SaveName))
        {
            Debug.Log("Loading save " + saveNameRef.SaveName);
            UIManager.SetConsoleText("Loading last save game.");
            SaveGameManager.Load(saveNameRef.SaveName);
        }
        if (saveNameRef.IsNewGame)
        {
            //setup new game
            UIEventHandler.Instance.TriggerStartIntro();

            GameManager.Inst.SaveGameManager.Save("TestSave", "");
            saveNameRef.IsNewGame = false;
        }

        //UIEventHandler.Instance.TriggerStartIntro();

        StartCoroutine(DoPerSecond());
        StartCoroutine(DoPerHalfSecond());

        //serialize test
        //SerializeTest sTest = new SerializeTest();
        //sTest.Test.SetNewAddress("2008 Cedar St");
        //sTest.Test.SetNewName("Helen");
        //sTest.Save();
        //sTest.Load();
    }