private void Start() { hearts = new Image[transform.childCount]; hearts = FindHearts(); matchManager = transform.root.Find(GAME_MANAGER).GetComponent <MatchManagerScript>(); winLoseManager = transform.root.Find(GAME_MANAGER).GetComponent <WinLoseManager>(); }
//In the beginning we will set up player with full health & update UI void Start() { myWinLoseManager = WinLoseManager.winLoseManager; myPlayerCanvasAnimationmanager = this.GetComponentInChildren<PlayerCanvasAnimationManager>(); myPlayerAnimationmanager = this.GetComponent<PlayerAnimationManager>(); mySprite = this.GetComponent<SpriteRenderer>(); currentLife = maxLife; UpdateUI(); }
//On awake, we make sure this is the only WinLose manager around. private void Awake() { if (winLoseManager == null) { winLoseManager = this; UnpauseGame(); } else Destroy(this.gameObject); }
public virtual void Start() { //load the tokens, make the grid, and create references to the other scripts tokenTypes = (UnityEngine.Object[])Resources.LoadAll("Tokens/"); dummySprites = Resources.LoadAll <Sprite>("Sprites/Dummy sprites"); gridArray = new GameObject[gridWidth, gridHeight]; matchManager = GetComponent <MatchManagerScript>(); inputManager = GetComponent <InputManagerScript>(); repopulateManager = GetComponent <RepopulateScript>(); moveTokenManager = GetComponent <MoveTokensScript>(); scoreManager = transform.root.Find("Score canvas").Find("Score").GetComponent <ScoreManager>(); stringGraphic = Resources.Load("String") as GameObject; MakeGrid(); ChangeGridDuplicates(); SceneManager.LoadScene(INSTRUCTION_SCENE_NAME, LoadSceneMode.Additive); winLoseManager = GetComponent <WinLoseManager>(); chordsRemaining = transform.root.Find(SCORE_CANVAS).Find(CHORDS_REMAINING).GetComponent <Text>(); ChordsPlayed = 0; //set the text correctly at the start of the game scoreRequired = transform.root.Find(SCORE_CANVAS).Find(SCORE_REQUIRED).GetComponent <Text>(); scoreRequired.text = winLoseManager.ScoreToWin + " to win"; }
// Use this for initialization void Start() { HitPoints = BASE_HITPOINTS; winLoss = GameObject.FindGameObjectWithTag("WinLossManager").GetComponent<WinLoseManager>(); }
public static int elementsCnt = 0; //overall useful generated elements void Start() { DataCenter.LoadData(); ui = GameObject.FindObjectOfType <UIController>(); winlose = GameObject.FindObjectOfType <WinLoseManager>(); ElementBehaviour.elementsUsed = 0; PowerElement.enabledSources = 0; elementsCnt = 0; CreateInitialPowersource(); CreateInitialPowersource(); CreateInitialPowersource(); for (int i = 0; i < 8; i++) { for (int j = 0; j < 8; j++) { if (elements[i, j] != null) { elementsCnt++; elements[i, j].transform.Rotate(0f, 0f, 90f * Random.Range(0, 4), Space.Self); //randomly rotate all elements } else { //generate junk GenerateElementAtPosition(i, j); elements[i, j].transform.Rotate(0f, 0f, 90f * Random.Range(0, 4), Space.Self); //randomly rotate all elements } } } for (int i = 0; i < 8; i++) { for (int j = 0; j < 8; j++) { if (elements[i, j] != null) { elements[i, j].FindConnectionPoints(); elements[i, j].winlose = winlose; elements[i, j].ui = ui; } } } ElementBehaviour.FindElements(); ElementBehaviour.FindPowerElements(); if (ui.isClassicMode) { DataCenter.classic.lvlnumber++; } else { DataCenter.timeattack.lvlnumber++; } DataCenter.SaveData(); ui.LevelNumber(); if (!ui.isClassicMode) { ui.TimeToPlay(); ui.timerIsGoing = true; } }
private void Start() { myWinLoseManager = WinLoseManager.winLoseManager; }