// Use this for initialization void Start() { ic = FindObjectOfType <inputControls>(); guiScpt = FindObjectOfType <GUIscripts>(); method = 0; //Search method is using Application.DataPath #if UNITY_ANDROID || UNITY_IOS || UNITY_WP8 || UNITY_IPHONE method = 1; #endif numScores = 0; currentScore = 0; maxScores = 10; boomBox = GameObject.Find("BoomBox"); audioSource = FindObjectOfType <AudioSource>(); // Get the Audio source object from the scene scoreLoader = FindObjectOfType <FileLoader>(); // Find an imageloader script string cPath; // If the user specified a custom folder path for the images, check to see if there are music files there if ((cPath = FindObjectOfType <pathBasedLoader>().path) != null) { fileInfos = scoreLoader.getDirInfo(method, "MusicFolder", cPath); createScoreObjects(); } // If there were no valid music files in the custom path, or if a custom path was not specified if (musicObjects.Count == 0) { fileInfos = scoreLoader.getDirInfo(method, "MusicFolder"); // Get the music directory info, using method } createScoreObjects(); // Image manager now loads music as well }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); ic = FindObjectOfType <inputControls>(); initialFocalLength = Camera.main.focalLength; magModRoutine = motionPauseRoutine(); // Removed startosc from start as ImageManager will call this }
// Use this for initialization void Start() { carTx = gameObject.transform; rotSpeed = 0; initSpeed = 0; finalSpeed = 10; maxRotSpeed = 40; rotSpeedRampRate = 10; ic = FindObjectOfType <inputControls>(); //initiateInitialRotation(); ImageManager will start carousel oscillation after loading images }
// Use this for initialization void Start() { // Initialize y base, y diff and thetaDiff to 0 yBase = 0; yDiff = 0; thetaDiff = 0; numRowsPopulated = 0; method = 0; // Default Search method is using Application.DataPath #if UNITY_ANDROID || UNITY_IOS || UNITY_WP8 || UNITY_IPHONE method = 1; // Search method is using Application.persistentDataPath if on mobile #endif numImages = 0; maxImages = 32; // Default display type is cylinder. This is overridden by the default in FolderSelectionManager loadType = 1; // 0 - Spiral, 1 - cylinder // Get the base prefab gameobject from the resources folder imgFrameObject = Resources.Load <GameObject>("Prefabs/ImageSpriteTemplate"); arenaUnitObject = Resources.Load <GameObject>("Prefabs/BaseArenaUnit"); imgLoader = FindObjectOfType <FileLoader>(); guiscpt = FindObjectOfType <GUIscripts>(); ic = FindObjectOfType <inputControls>(); cControls = FindObjectOfType <CameraControls>(); // Check if we have a folderHolder. If yes, use the file information that it provides // to load images GameObject folderHolder; if ((folderHolder = GameObject.Find("folderHolder")) != null) { FolderSelectionManager fm = folderHolder.GetComponent <FolderSelectionManager>(); fileInfos = fm.selectedFiles; loadType = fm.loadType; unleashed = fm.isUnleashed; fm.farewell(); } else { // Otherwise use the imageloader script to get files fileInfos = imgLoader.getDirInfo(method, "ImageFolder"); // Get the image directory info, using method } // Initial code calls placeImageFrames and cControls adjustement in sequence /*placeImageFrames(); * cControls.adjustOsc(8, numRowsPopulated);*/ // New code calls the same functions, along with calls to other scripts to initiate them once done, in a coroutine StartCoroutine(imagePlacementRoutine()); }
// Use this for initialization void Start() { // Find the floating menus (quit, volume and more to come) and assign them quitMenuGO = GameObject.Find("QuitMenu"); quitMenu = new floatingMenu(quitMenuGO); volumeMenuGO = GameObject.Find("VolumeMenu"); volumeMenu = new floatingMenu(volumeMenuGO); creditsMenuGO = GameObject.Find("CreditsMenu"); creditsMenu = new floatingMenu(creditsMenuGO); // Create a sideMenu object sideMenuObj = new sideMenu(); // Get the user display text objects userInfoPanel = GameObject.Find("userTextBackPanel"); userInfoText = userInfoPanel.GetComponentInChildren <Text>(); panelScale = userInfoPanel.transform.localScale; userInfoText.enabled = false; //Disable them userInfoPanel.SetActive(false); // Close up image setup closeUpImg = GameObject.Find("CloseUpImg"); if (closeUpImg != null) { closeUpImgBotLeftBound = GameObject.Find("bot_left_Bound").transform.position; closeUpImgTopRightBound = GameObject.Find("top_right_Bound").transform.position; initImagePos = closeUpImg.transform.localPosition; initScale = closeUpImg.transform.localScale; initRot = closeUpImg.transform.eulerAngles; closeUpImgCanvas = GameObject.Find("CloseUpImg_Canvas"); closeUpImgCanvas.SetActive(imageCloseUpActive = false); persistentScaleEnabled = true; persistentScale = 1f; } closeUpImgIndex = 0; ic = GetComponent <inputControls>(); startSetupComplete = true; UI_canvas = GameObject.Find("UI_Canvas"); //movementControls = GameObject.Find("movementControls"); //movementControls.SetActive(false); }
// Use this for initialization void Start() { ic = FindObjectOfType <inputControls>(); isLightMaterial = true; }