private void Start() { TDC_EventManager.FAddHandler(TDC_GE.GE_PP_SackBallHit, E_SackBallHitPlayer); TDC_EventManager.FAddHandler(TDC_GE.GE_QB_ReleaseBall, E_BallThrown); TDC_EventManager.FAddHandler(TDC_GE.GE_BallHitGround, E_BallHitGround); TDC_EventManager.FAddHandler(TDC_GE.GE_InPocket, E_StepIntoPocket); TDC_EventManager.FAddHandler(TDC_GE.GE_OutPocket, E_StepOutOfPocket); TDC_EventManager.FAddHandler(TDC_GE.GE_PP_TargetHit, E_TargetHit); cTurMan = GetComponent <PP_Man_Tur>(); cTargMan = GetComponent <PP_Man_Targ>(); cArrMan = GetComponent <PP_Man_Arr>(); cTrophMan = GetComponent <PP_Man_Trophy>(); cAud = GetComponent <AD_PP>(); refPC = FindObjectOfType <PC_Controller>(); ENTER_INSTRUCTIONS(); // ------------------------------ if (mSaveCurrent) { lDifData = IO_PP_Dif.FGetCurrent(lDifData.mName); IO_PP_Dif.FSaveCurrent(lDifData); } lDifData = IO_PP_Dif.FLoadDifficulty(IO_PP_Dif.mDif); SetUpDifficulty(); }
void Start() { cScore = GetComponent <GM_Score>(); TDC_EventManager.FAddHandler(TDC_GE.GE_PCDeath, E_PlayerDied); _lastSpawn = _spawnRate * -1f; }
void Start() { TDC_EventManager.FAddHandler(TDC_GE.GE_EDeath, E_EnemyDies); TDC_EventManager.FAddHandler(TDC_GE.GE_PCK_HLT, E_HealthPickedUp); TDC_EventManager.FAddHandler(TDC_GE.GE_PCK_AM, E_AmmoPickedUp); _lastSec = 0; rUI.FSetScoreText(_score); }
void Start() { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; TDC_EventManager.FAddHandler(TDC_GE.GE_PCDeath, E_PlayerDied); _lastSpawnTime = _spawnInterval * -1f; }
// Start is called before the first frame update void Start() { mState = QB_UI_STATE.SNOTCHARGING; mBar.fillAmount = 0f; mLookStorer = new ForwardVecStorer(50); TDC_EventManager.FAddHandler(TDC_GE.GE_QB_StopThrow, E_StopCharging); TDC_EventManager.FAddHandler(TDC_GE.GE_QB_ReleaseBall, E_StopCharging); TDC_EventManager.FAddHandler(TDC_GE.GE_QB_StartWindup, E_StartCharging); }
void Start() { TDC_EventManager.FAddHandler(TDC_GE.GE_EDeath, E_EnemyDied); DT_Wave w = IO_Wave.FLoadWave(IO_Prog._curLevel.ToString()); IO_Prog._numLevels = 2; _numWaves = w._numWaves; _state = STATE.S_Spawning; rSpawners = FindObjectsOfType <LVL_Spawner>(); _lastSpawnTime = _spawnInterval * -1; }
public override void Start() { base.Start(); TDC_EventManager.FAddHandler(TDC_GE.GE_QB_ReleaseBall, E_BallThrown); TDC_EventManager.FAddHandler(TDC_GE.GE_Sack, E_Sack); TDC_EventManager.FAddHandler(TDC_GE.GE_BallHitFingers, E_BallHitsFingerTips); TDC_EventManager.FAddHandler(TDC_GE.GE_BallChangesHands, E_BallChangesHands); TDC_EventManager.FAddHandler(TDC_GE.GE_BallDropped, E_BallDropped); TDC_EventManager.FAddHandler(TDC_GE.GE_BallCaught_Rec, E_ReceiverCatchesBall); TDC_EventManager.FAddHandler(TDC_GE.GE_BallHitGround, E_BallHitsGround); TDC_EventManager.FAddHandler(TDC_GE.GE_BallCaught_Int, E_DefenderCatchesBall); TDC_EventManager.FAddHandler(TDC_GE.GE_Tackled, E_RunnerTackled); }
// Start is called before the first frame update void Start() { cRigid = GetComponent <Rigidbody>(); cCam = GetComponentInChildren <PC_Camera>(); cAud = GetComponentInChildren <AD_Player>(); mState = PC_STATE.SINACTIVE; mThrowState = PC_THROW_STATE.SNOT_THROWING; mThrowChrg.Val = 0f; mThrowMax.Val = IO_Settings.mSet.lPlayerData.mThrowSpd; Debug.Log("Charge now: " + mThrowChrg.Val); Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; TDC_EventManager.FAddHandler(TDC_GE.GE_QB_StopThrow, E_ThrowStopped); SetInaccuraciesToZero(); }
void Start() { mUI = GetComponent <RP_UI>(); cRouteDrawer = GetComponent <RP_DrawRoutes>(); mSet = IO_RP.FLoadSet("Slants"); // Unfortunately, the destroyed receivers and hoops are still around, so we can't get references this frame. // Instead, do this on exitIntro. rPC = FindObjectOfType <PC_Controller>(); rPocket = FindObjectOfType <RP_ThrowSpot>(); TDC_EventManager.FAddHandler(TDC_GE.GE_BallHitGround, E_BallHitGround); TDC_EventManager.FAddHandler(TDC_GE.GE_InPocket, E_PocketEntered); TDC_EventManager.FAddHandler(TDC_GE.GE_OutPocket, E_PocketExited); TDC_EventManager.FAddHandler(TDC_GE.GE_QB_ReleaseBall, E_BallThrown); TDC_EventManager.FAddHandler(TDC_GE.GE_BallCaught_Rec, E_BallCaught_Rec); mCompletions = new List <string>(); ENTER_INTRO(); }
// Start is called before the first frame update void Start() { TDC_EventManager.FAddHandler(TDC_GE.GE_OutPocket, E_PlayerLeftPocket); TDC_EventManager.FAddHandler(TDC_GE.GE_InPocket, E_PlayerBackInPocket); mPocketWarningTxt.gameObject.SetActive(false); }