//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; }
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); }