private void Init() { stageManagement = StageManagement.GetInstance(); killedEnemyCount = 0; elapsedTime = 0; StartCoroutine(CheckState()); StartCoroutine(CheckBehaviourState()); }
protected override void Init() { base.Init(); rb2D = gameObject.GetComponent <Rigidbody2D>(); uiRoot = GameObject.Find("UI Root").transform; target = GameObject.FindWithTag("Player").transform; stageManagement = StageManagement.GetInstance(); uiSprite = gameObject.GetComponent <UISprite>(); boxColl = gameObject.GetComponent <BoxCollider2D>(); prefab_item_pencilcase = Resources.Load("Prefabs/Item_PencilCase") as GameObject; }
//Initialize Method of this class private void Init() { prefab_pencil = Resources.Load("Prefabs/Pencil") as GameObject; prefab_ballPen = Resources.Load("Prefabs/BallPen") as GameObject; prefab_fountainPen = Resources.Load("Prefabs/FountainPen") as GameObject; uiRoot = GameObject.Find("UI Root").transform; uiRootScale = uiRoot.lossyScale.x; stageManagement = StageManagement.GetInstance(); currentState = GameManagement.GameState.INIT; previousState = GameManagement.GameState.NULL; StartCoroutine(CheckState()); StartCoroutine(CheckBehaviourState()); }
//Initialize Method of this class private void Init() { prefab_walls = Resources.Load("Prefabs/Walls") as GameObject; prefab_background = Resources.Load("Prefabs/Background") as GameObject; currentState = GameState.INIT; previousState = GameState.NULL; stageManagement = StageManagement.GetInstance(); playerManagement = PlayerManagement.GetInstance(); enemyManagement = EnemyManagement.GetInstance(); uiManagment = UIManagement.GetInstance(); itemManagement = ItemManagement.GetInstance(); scoreManagement = ScoreManagement.GetInstance(); soundManagement = SoundManagement.GetInstance(); StartCoroutine(CheckState()); }
private void Init() { currentState = GameManagement.GameState.INIT; previousState = GameManagement.GameState.NULL; prefab_beginBG = Resources.Load("Prefabs/UI/BeginBG") as GameObject; prefab_exitBG = Resources.Load("Prefabs/UI/ExitBG") as GameObject; prefab_gameOverBG = Resources.Load("Prefabs/UI/GameOverBG") as GameObject; prefab_gameSceneBG = Resources.Load("Prefabs/UI/GameSceneBG") as GameObject; prefab_startSceneBG = Resources.Load("Prefabs/UI/StartSceneBG") as GameObject; prefab_optionBG = Resources.Load("Prefabs/UI/OptionBG") as GameObject; prefab_inGameOptionBG = Resources.Load("Prefabs/UI/InGameOptionBG") as GameObject; uiTransform = GameObject.Find("UI").transform; gameManagement = GameManagement.GetInstance(); scoreManagement = ScoreManagement.GetInstance(); stageManagement = StageManagement.GetInstance(); playerManagement = PlayerManagement.GetInstance(); beginBG = Instantiate <GameObject>(prefab_beginBG, uiTransform); exitBG = Instantiate <GameObject>(prefab_exitBG, uiTransform); gameOverBG = Instantiate <GameObject>(prefab_gameOverBG, uiTransform); startSceneBG = Instantiate <GameObject>(prefab_startSceneBG, uiTransform); gameSceneBG = Instantiate <GameObject>(prefab_gameSceneBG, uiTransform); optionBG = Instantiate <GameObject>(prefab_optionBG, uiTransform); inGameOptionBG = Instantiate <GameObject>(prefab_inGameOptionBG, uiTransform); startSceneBG_play = startSceneBG.transform.GetChild(1).gameObject; startSceneBG_option = startSceneBG.transform.GetChild(2).gameObject; startSceneBG_exit = startSceneBG.transform.GetChild(3).gameObject; optionBG_back = optionBG.transform.GetChild(3).gameObject; exitBG_yes = exitBG.transform.GetChild(1).gameObject; exitBG_no = exitBG.transform.GetChild(2).gameObject; gameOverBG_killTheEnemyText = gameOverBG.transform.GetChild(5).GetComponent <UILabel>(); gameOverBG_scoreText = gameOverBG.transform.GetChild(7).GetComponent <UILabel>(); gameOverBG_timeText = gameOverBG.transform.GetChild(6).GetComponent <UILabel>(); gameOverBG_back = gameOverBG.transform.GetChild(4).gameObject; gameSceneBG_score = gameSceneBG.transform.GetChild(0).gameObject; gameSceneBG_time = gameSceneBG.transform.GetChild(1).gameObject; gameSceneBG_white = gameSceneBG.transform.GetChild(2).gameObject; gameSceneBG_option = gameSceneBG.transform.GetChild(6).gameObject; gameSceneBG_hp = gameSceneBG.transform.GetChild(9).gameObject; gameSceneBG_scoreText = gameSceneBG.transform.GetChild(7).GetComponent <UILabel>(); gameSceneBG_timeText = gameSceneBG.transform.GetChild(8).GetComponent <UILabel>(); gameSceneBG_hpText = gameSceneBG.transform.GetChild(10).GetComponent <UILabel>(); inGameOptionBG_back = inGameOptionBG.transform.GetChild(5).gameObject; inGameOptionBG_title = inGameOptionBG.transform.GetChild(4).gameObject; AddOnClick(startSceneBG_play, "OnPressedPlayInTitle"); AddOnClick(startSceneBG_option, "OnPressedOptionInTitle"); AddOnClick(startSceneBG_exit, "OnPressedExitInTitle"); AddOnClick(optionBG_back, "OnPressedBackInOption"); AddOnClick(exitBG_yes, "OnPressedYesInExit"); AddOnClick(exitBG_no, "OnPressedNoInExit"); AddOnClick(gameOverBG_back, "OnPressedBackInResult"); AddOnClick(gameSceneBG_white, "OnPressedWhiteInGame"); AddOnClick(inGameOptionBG_back, "OnPressedBackInGameOption"); AddOnClick(inGameOptionBG_title, "OnPressedTitleInGameOption"); AddOnClick(gameSceneBG_option, "OnPressedOptionInGame"); beginBG.SetActive(false); exitBG.SetActive(false); gameOverBG.SetActive(false); optionBG.SetActive(false); startSceneBG.SetActive(false); gameSceneBG.SetActive(false); inGameOptionBG.SetActive(false); StartCoroutine(CheckState()); }