private SoundsGeneral soundsGeneral; //script soundsManager do objeto soundsManager //inicializar antes do start private void Awake() { soundsGeneral = GameObject.FindObjectOfType <SoundsGeneral>(); //inicializar valores //rb2d = gameObject.GetComponent<Rigidbody2D>(); //inicializar valores anim = gameObject.GetComponent <Animator>(); Initialize(); //inicializar variaveis }
//inicializar antes do start private void Awake() { soundsGeneral = GameObject.FindObjectOfType <SoundsGeneral>(); //inicializar valores currentSelectedButton = 0; //inicializar valores currentOnPanel = 0; currentOnSubPanel = 0; buttonText[currentSelectedButton].fontSize = buttonHoverOnFontSize; //inicializar dados buttonText[currentSelectedButton].color = buttonHoverOnColor; isStartExitSelected = false; //inicializar valores isVerticalInUse = false; isHorizontalInUse = false; }
//inicializar antes do start private void Awake() { soundsGeneral = GameObject.FindObjectOfType <SoundsGeneral>(); //inicializar valores rectTransform = gameObject.GetComponent <RectTransform>(); //inicializar valores originalRectTransform.anchorMin = rectTransform.anchorMin; originalRectTransform.anchorMax = rectTransform.anchorMax; originalRectTransform.offsetMax = rectTransform.offsetMax; originalRectTransform.offsetMin = rectTransform.offsetMin; gameEnd2Panel.enabled = false; gameTimerText.text = ""; gameEndText.text = ""; isVerticalInUse = false; }
//inicializar antes do start private void Awake() { soundsGeneral = GameObject.FindObjectOfType <SoundsGeneral>(); //inicializar valores playersStruct = new Player[numberOfPlayers]; //inicializar valores isAllCharactersSelected = false; actionFunction = null; //Dados da UI Transform selectScenePanel = gameObject.transform.Find("SelectScenePanel"); Transform charactersPanel = selectScenePanel.Find("CharactersPanel"); Transform charactersSelectPanel = selectScenePanel.Find("CharactersSelectPanel"); Transform scenarioPanel = selectScenePanel.Find("ScenarioPanel"); Transform scenarioSelectPanel = selectScenePanel.Find("ScenarioSelectPanel"); Transform initalTextPanel = selectScenePanel.Find("InitialTextPanel"); //Interface geral selectSceneText = initalTextPanel.Find("SelectSceneText").GetComponent <Text>(); //inicializar valores characterSelectPortraits = new Image[charactersSelectPanel.childCount]; //inicializar array for (int j = 0; j < charactersSelectPanel.childCount; j++) //para cada personagem inicializar valores necessarios { characterSelectPortraits[j] = charactersSelectPanel.Find("Character_" + (j + 1) + "/Portrait").GetComponent <Image>(); //encontrar personagem e inicializar valores characterSelectPortraits[j].enabled = false; } playerSelectingScenario = 0; //jogador 1 que esta selecionando o cenario currentScenarioSelection = 0; //cenario 1 "selecionado" pelo jogador isScenarioSelected = false; //o cenario "selecionado" ainda nao foi selecionado scenarioSelectedImage = scenarioPanel.gameObject.transform.Find("Scenario_Selected/Image").GetComponent <Image>(); //referencia para a imagem do cenario selecionado //inicializar valores scenarioSelectedtext = scenarioPanel.gameObject.transform.Find("Scenario_Selected/Text").GetComponent <Text>(); //referencia para o texto/nome do cenario selecionado scenarioSelectPortraits = new Image[scenarioSelectPanel.childCount]; //inicializar array scenarioImage = new Image[scenarioSelectPanel.childCount]; //inicializar array for (int j = 0; j < scenarioSelectPanel.childCount; j++) //para cada cenario inicializar valores necessarios { Transform scenarioArena = scenarioSelectPanel.Find("Scenario_Arena" + (j + 1)); //encontrar cenario e inicializar valores scenarioImage[j] = scenarioArena.Find("Image").GetComponent <Image>(); //inicializar valores scenarioSelectPortraits[j] = scenarioArena.Find("Portrait").GetComponent <Image>(); scenarioSelectPortraits[j].enabled = false; } //Interface de cada jogador for (int i = 0; i < numberOfPlayers; i++) //para cada jogador //inicializar valores { //Dados do jogador playersStruct[i].currentCharacterSelection = i; //personagem "selecionado" pelo jogador playersStruct[i].isCharacterSelected = false; //o personagem "selecionado" ainda nao foi selecionado //Dados da UI Transform characterSelected = charactersPanel.Find("Character_Selected" + (i + 1)); playersStruct[i].characterSelectedImage = characterSelected.Find("Image").GetComponent <Image>(); //imagem do personagem playersStruct[i].characterSelectedText = characterSelected.Find("Text").GetComponent <Text>(); //texto/nome do personagem playersStruct[i].characterSelectedPortrait = characterSelected.Find("Portrait").GetComponent <Image>(); //"quadro" de selecao do personagem playersStruct[i].characterSelectedImage.sprite = characterSO[playersStruct[i].currentCharacterSelection].playerSelectSceneSprite; playersStruct[i].characterSelectedText.text = characterSO[playersStruct[i].currentCharacterSelection].characterName; playersStruct[i].characterSelectedPortrait.color = playerSelectedColor[i]; //inicializar valores Transform descriptionSelectedPanel = charactersPanel.Find("Description_Selected" + (i + 1)); playersStruct[i].skillsQuantity = descriptionSelectedPanel.childCount; playersStruct[i].descriptionSelectedSkills = new Skill[descriptionSelectedPanel.childCount]; //inicializar array da struct for (int j = 0; j < playersStruct[i].skillsQuantity; j++) //para cada skill inicializar valores necessarios { Transform playerSkill = descriptionSelectedPanel.Find("Skill" + (j + 1) + "Panel"); //encontrar skill e inicializar valores playersStruct[i].descriptionSelectedSkills[j].skillPanelImage = playerSkill.Find("Image").GetComponent <Image>(); playersStruct[i].descriptionSelectedSkills[j].skillPanelText = playerSkill.Find("Text").GetComponent <Text>(); playersStruct[i].descriptionSelectedSkills[j].skillPanelImage.sprite = characterSO[playersStruct[i].currentCharacterSelection].skillsSprites[j]; //ajustar imagem da skill playersStruct[i].descriptionSelectedSkills[j].skillPanelText.text = characterSO[playersStruct[i].currentCharacterSelection].skillsDescription[j]; //ajustar texto/descricao da skill } characterSelectPortraits[playersStruct[i].currentCharacterSelection].color = playerSelectedColor[i]; //inicializar valores characterSelectPortraits[playersStruct[i].currentCharacterSelection].enabled = true; if (i == playerSelectingScenario) //se for este jogador selecionando o cenario //inicializar valores { scenarioSelectPortraits[currentScenarioSelection].color = playerSelectedColor[playerSelectingScenario]; scenarioSelectPortraits[currentScenarioSelection].enabled = false; //true; scenarioSelectedImage.sprite = scenarioImage[currentScenarioSelection].sprite; scenarioSelectedtext.text = scenarioName[currentScenarioSelection]; } } }
private SoundsGeneral soundsGeneral; //script soundsManager do objeto soundsManager //inicializar antes do start private void Awake() { soundsGeneral = GameObject.FindObjectOfType <SoundsGeneral>(); //inicializar valores numberOfPlayers = players.Length; //inicializar valores playersStruct = new Player[numberOfPlayers]; //inicializar array for (int i = 0; i < numberOfPlayers; i++) //para cada jogador referenciado (/na cena) //referenciar objetos { //Dados do Objeto playersStruct[i].characterSO = players[i].GetComponent <PlayerController>().characterSO; //inicializar scriptableObject do jogador playersStruct[i].healthController = players[i].GetComponent <HealthController>(); //script healthController do jogador playersStruct[i].skillManager = players[i].GetComponent <SkillManager>(); //script skillManager do jogador //Dados da UI playersStruct[i].playerStatsPanel = gameObject.transform.Find("Player" + (i + 1) + "StatsPanel"); playersStruct[i].playerStatsPanel.transform.Find("PlayerImage").GetComponent <Image>().sprite = playersStruct[i].characterSO.playerInGameSprite; //setar a image do jogador na interface dentro do jogo (/UIInGame) playersStruct[i].playerStatsPanel.gameObject.SetActive(true); // ativar painel de status do player //(para cada player na referenciado (/na cena)) playersStruct[i].playerHpNumberText = playersStruct[i].playerStatsPanel.Find("HealthBarPanel/HpNumberText").GetComponent <Text>(); Transform playerSkillsPanel = playersStruct[i].playerStatsPanel.Find("PlayerSkillsPanel"); playersStruct[i].playerSkills = new Skill[playerSkillsPanel.childCount]; //inicializar array da struct for (int j = 0; j < playerSkillsPanel.childCount; j++) //para cada skill inicializar valores necessarios { Transform playerSkill = playerSkillsPanel.Find("Skill" + (j + 1)); //encontrar skill e inicializar valores playersStruct[i].playerSkills[j].iconBackgroundImage = playerSkill.Find("IconBackgroundImage").GetComponent <Image>(); playersStruct[i].playerSkills[j].iconSkillImage = playerSkill.Find("IconCircleImage/IconSkillImage").GetComponent <Image>(); playersStruct[i].playerSkills[j].skillBlurEffectImage = playerSkill.Find("IconCircleImage/SkillBlurEffectImage").GetComponent <Image>(); playersStruct[i].playerSkills[j].skillCdTimeText = playerSkill.Find("IconCircleImage/SkillCdTimeText").GetComponent <Text>(); playersStruct[i].playerSkills[j].iconSkillLockImage = playerSkill.Find("IconSkillLockImage").GetComponent <Image>(); playersStruct[i].playerSkills[j].iconSkillImage.sprite = playersStruct[i].characterSO.skillsSprites[j]; //ajustar sprite da skill } //inicializar valores das skills de acordo com o nome dado no skillManager //(talvez padronizar nomes depois) playersStruct[i].playerSkills[0].skillCd = playersStruct[i].characterSO.skill1Cooldown; playersStruct[i].playerSkills[1].skillCd = playersStruct[i].characterSO.skill2Cooldown; playersStruct[i].playerSkills[2].skillCd = playersStruct[i].characterSO.mushCooldown; Transform playerLivesPanel = playersStruct[i].playerStatsPanel.Find("PlayerLivesPanel"); Transform healthBarSlidersPanel = playersStruct[i].playerStatsPanel.Find("HealthBarPanel/HealthBarSlidersPanel"); int livesCount = playersStruct[i].characterSO.maxNumberOfLives; //pegar numero de vidas de um jogador playersStruct[i].playerHealthBarSlider = new Slider[livesCount]; //inicializar array da struct playersStruct[i].playerBackgroundHealthBarSlider = new Slider[livesCount]; //inicializar array da struct playersStruct[i].playerHealthBarFillImage = new Image[livesCount]; playersStruct[i].isAnimatingHealth = new bool[livesCount]; playersStruct[i].isAnimatingHealthBackground = new bool[livesCount]; playersStruct[i].isBlinkingColor = new bool[livesCount]; playersStruct[i].healthBackGroundCoroutineInstances = new Coroutine[livesCount]; playersStruct[i].actualHealthAux = new int[livesCount]; playersStruct[i].playerLives = new Image[livesCount]; //inicializar array da struct for (int j = 0; j < livesCount; j++) //para cada vida, criar e inicializar valores necessarios { //criar barras de vida GameObject newHealthBar = Instantiate(healthBarPrefab, healthBarSlidersPanel); //criar e referenciar cada uma das barras de vida (completa) do jogador newHealthBar.name = healthBarPrefab.name + (j + 1); //renomear cada uma das barras de vidas playersStruct[i].playerHealthBarSlider[j] = newHealthBar.transform.Find("HealthBarSlider").GetComponent <Slider>(); //inicializar valores e referenciar barras criadas playersStruct[i].playerHealthBarSlider[j].maxValue = playersStruct[i].characterSO.maxHealth; playersStruct[i].playerHealthBarSlider[j].value = playersStruct[i].healthController.actualHealth[j]; //inicializar com valores atuais de vida playersStruct[i].playerHealthBarFillImage[j] = playersStruct[i].playerHealthBarSlider[j].gameObject.transform.Find("Fill Area/Fill").GetComponent <Image>(); //referenciar imagem que contem cor da barra de vida playersStruct[i].playerHealthBarFillImage[j].color = healthBarSlidersColors[j]; //setar cor da barra de vida playersStruct[i].playerBackgroundHealthBarSlider[j] = newHealthBar.transform.Find("BackgroundHealthBarSlider").GetComponent <Slider>(); playersStruct[i].playerBackgroundHealthBarSlider[j].maxValue = playersStruct[i].characterSO.maxHealth; playersStruct[i].playerBackgroundHealthBarSlider[j].value = playersStruct[i].playerHealthBarSlider[j].value; //inicializar com valores atuais de vida playersStruct[i].playerBackgroundHealthBarSlider[j].gameObject.transform.Find("Fill Area/Fill").GetComponent <Image>().color = new Color(healthBarSlidersColors[j].r, healthBarSlidersColors[j].g, healthBarSlidersColors[j].b, 230f / healthBackgroundShaderProportion) * healthBackgroundShaderProportion; //setar cor da barra "backround" de vida com a proporcao de "escurecer" aplicada playersStruct[i].actualHealthAux[j] = playersStruct[i].healthController.actualHealth[j]; //criar vidas GameObject newLife = Instantiate(lifePrefab, playerLivesPanel); //criar e referenciar cada uma das vidas do jogador newLife.name = lifePrefab.name + (j + 1); //renomear cada uma das vidas RectTransform newLifeRectTransform = newLife.GetComponent <RectTransform>(); //inicializar valores newLifeRectTransform.anchorMin = new Vector2(/*(float)j / livesCount*/ 0.175f * j, newLifeRectTransform.anchorMin.y); newLifeRectTransform.anchorMax = new Vector2(/*(float)(j + 1) / livesCount*/ 0.25f + 0.175f * j, newLifeRectTransform.anchorMax.y); newLifeRectTransform.offsetMin = Vector2.zero; newLifeRectTransform.offsetMax = Vector2.zero; playersStruct[i].playerLives[j] = newLife.GetComponent <Image>(); //referenciar nova vida criada } } //dados do timer timerText = gameObject.transform.Find("TimerPanel/TimerText").GetComponent <Text>(); //inicializar valores //pegar text do timer }