// Load actorA saved game public void Load() { print("Loading..."); StorageHandler sh = new StorageHandler(); PlayerData dp = (PlayerData)sh.LoadData("player") as PlayerData; _pd = dp; PlayerDataTracker pdt = PlayerDataTracker.GetInstance(); pdt.Dt = _pd; PlayerPrefab = Instantiate(PlayerPrefab, new Vector3(pdt.GetPlayerX(), pdt.GetPlayerY(), pdt.GetPlayerZ()), Quaternion.identity); PlayerPrefab.gameObject.name = "Player"; this.gameObject.GetComponent <EnvironmentColours>().Player = PlayerPrefab; C.transform.position = new Vector3(pdt.GetPlayerX(), pdt.GetPlayerY() + 10, pdt.GetPlayerZ()); C.transform.parent = PlayerPrefab.transform; _dta = TempDataTracker.GetInstance(); _settingsReader = SettingsReader.GetInstance(); _cam = GameObject.Find("Main Camera"); _environmentController = EnvironmentController.GetInstance(); _gm = GeneticsManager.GetInstance(); _co = CollisionMediator.GetInstance(); _am = AudioManager.GetInstance(); }
void Awake() { _fadeScr = GameObject.FindObjectOfType <ScreenFader>(); // Create actorA temporary reference to the current scene. Scene currentScene = SceneManager.GetActiveScene(); _sceneName = currentScene.name; _sc = GameObject.Find("UI Controller").GetComponent <GameStatusManager>(); print("-------- " + _sc.GameStatus.ToString()); _dta = TempDataTracker.GetInstance(); _settingsReader = SettingsReader.GetInstance(); _cam = GameObject.Find("Main Camera"); _environmentController = EnvironmentController.GetInstance(); _gm = GeneticsManager.GetInstance(); _co = CollisionMediator.GetInstance(); }
private void Start() { _food = (GameObject)Resources.Load("Prefabs/Foodbit"); string name = this.name.ToLower(); _settingsReader = SettingsReader.GetInstance(); TempDataTracker.GetInstance(); UiDepthHandler = UIDepthHandler.GetInstance(); SpawnerOrganiser = SpawnerOrganiser.GetInstance(); CreatureCounterObservor = CreatureCounterObservor.GetInstance(); SetupVariables(); Energy = TotalEnergy; Creatures = new ArrayList(); Foods = new ArrayList(); }
private void Awake() { _fadeScr = GameObject.FindObjectOfType <ScreenFader>(); // Create actorA temporary reference to the current scene. Scene currentScene = SceneManager.GetActiveScene(); _sceneName = currentScene.name; _sc = GameObject.Find("UI Controller").GetComponent <GameStatusManager>(); print("-------- " + _sc.GameStatus.ToString()); if (_sc.GameStatus == 4) { print("First start..."); _dta = TempDataTracker.GetInstance(); _settingsReader = SettingsReader.GetInstance(); _cam = GameObject.Find("Main Camera"); _environmentController = EnvironmentController.GetInstance(); _gm = GeneticsManager.GetInstance(); _co = CollisionMediator.GetInstance(); _am = AudioManager.GetInstance(); PlayerDataTracker pdt = PlayerDataTracker.GetInstance(); _pd = pdt.Dt; var s = _settingsReader.FoodWideSpreadY; _defaultN = s; PlayerPrefab = Instantiate(PlayerPrefab, new Vector3(0, s, 0), Quaternion.identity); PlayerPrefab.gameObject.name = "Player"; pdt.SetEnergy(_settingsReader.PlayerStartEnergy); this.gameObject.GetComponent <EnvironmentColours>().Player = PlayerPrefab; } else if (_sc.GameStatus == 3) { Load(); } C = Camera.main; C.transform.position = new Vector3(PlayerPrefab.transform.position.x, PlayerPrefab.transform.position.y + 10, PlayerPrefab.transform.position.z); C.transform.parent = PlayerPrefab.transform; }
private void Awake() { _fadeScr = GameObject.FindObjectOfType <ScreenFader>(); // Create actorA temporary reference to the current scene. Scene currentScene = SceneManager.GetActiveScene(); _sceneName = currentScene.name; _d = TempDataTracker.GetInstance(); _settingsReader = SettingsReader.GetInstance(); _cam = GameObject.Find("Main Camera"); _environmentController = EnvironmentController.GetInstance(); _gm = GeneticsManager.GetInstance(); _co = CollisionMediator.GetInstance(); _am = AudioManager.GetInstance(); C = Camera.main; C.transform.parent = PlayerPrefab.transform; }
private void Start() { TempDataTracker.GetInstance(); EnvironmentController.GetInstance(); CrtCounterObservor = CreatureCounterObservor.GetInstance(); }