Exemple #1
0
 //Methods
 private void Start()
 {
     boardManager     = this.gameObject.GetComponent <boardManager>();
     inputManager     = this.gameObject.AddComponent <inputManager>();
     animationManager = this.gameObject.AddComponent <animationManager>();
     animationManager.GemFallingSpeed = boardManager.board.gemFallingSpeed;
     inputManager.AnimationManager    = animationManager;
 }
Exemple #2
0
 private void ConfigureComponents()
 {
     boardManager     = this.gameObject.GetComponent <boardManager>();
     inputManager     = this.gameObject.AddComponent <inputManager>();
     animationManager = this.gameObject.AddComponent <animationManager>();
     animationManager.GemFallingSpeed = boardManager.board.gemFallingSpeed;
     inputManager.AnimationManager    = animationManager;
     countDownScript = GameObject.FindGameObjectWithTag("CountDownText").GetComponent <CountDownScript>();
 }
    /**
     * Funcion que se manda llamar al inicio de la escena (frame 1)
     * Hace referencia al manager y apaga el mensaje
     */
    public void Start()
    {
        manager  = GameObject.Find("AppManager").GetComponent <appManager>();
        pManager = GameObject.Find("ListaPaquetes").GetComponent <paquetesManager>();
        aManager = GameObject.Find("AnimationManager").GetComponent <animationManager>();
        GameObject.Find("Player").GetComponent <PlayerManager>().setMensaje(false, "");

        /*if (GetComponentInChildren<Text>()) {
         *  GetComponentInChildren<Text>().text = paquete.descripcion;
         * }*/
    }
 // Start is called before the first frame update
 void Awake()
 {
     manager           = this;
     animationNames    = new Dictionary <string, GameObject>();
     playingAnimations = new Dictionary <string, ParticleSystem>();
     massAnimation     = new Dictionary <particleAnimation, ParticleSystem>();
     animationNames.Add("SceneEffect", Resources.Load <GameObject>("Prefabs/SceneEffect") as GameObject);
     animationNames.Add("UnitCircle", Resources.Load <GameObject>("Prefabs/UnitCircle") as GameObject);
     animationNames.Add("MoveSlide", Resources.Load <GameObject>("Prefabs/MoveSlide") as GameObject);
     animationNames.Add("AttackAnimation", Resources.Load <GameObject>("Prefabs/AttackAnimation") as GameObject);
     animationNames.Add("HealOnce", Resources.Load <GameObject>("Prefabs/Effects/HealOnce") as GameObject);
     animationNames.Add("EmojiHappy", Resources.Load <GameObject>("Prefabs/Effects/EmojiHappy") as GameObject);
     animationNames.Add("Smoke", Resources.Load <GameObject>("Prefabs/Effects/Smoke") as GameObject);
     animationNames.Add("Spiner", Resources.Load <GameObject>("Prefabs/Effects/Spiner") as GameObject);
     animationNames.Add("Curse", Resources.Load <GameObject>("Prefabs/Effects/Curse") as GameObject);
     animationNames.Add("Poison", Resources.Load <GameObject>("Prefabs/Effects/Poison") as GameObject);
     animationNames.Add("ChilBlain", Resources.Load <GameObject>("Prefabs/Effects/ChilBlain") as GameObject);
     animationNames.Add("CasualBuff", Resources.Load <GameObject>("Prefabs/Effects/CasualBuff") as GameObject);
     animationNames.Add("Amourex", Resources.Load <GameObject>("Prefabs/Effects/Amourex") as GameObject);
     animationNames.Add("FireShield", Resources.Load <GameObject>("Prefabs/Effects/FireShield") as GameObject);
     animationNames.Add("Explosion", Resources.Load <GameObject>("Prefabs/Effects/Explosion") as GameObject);
     animationNames.Add("Sunstrike", Resources.Load <GameObject>("Prefabs/Effects/Sunstrike") as GameObject);
     animationNames.Add("Lightning", Resources.Load <GameObject>("Prefabs/Effects/Lightning") as GameObject);
 }