private void InitialiseControls() { playerInput = new CameraControls(); playerInput.Camera.Zoom.performed += OnZoom; playerInput.Camera.SecondaryTouchContact.started += StartTouchZoom; playerInput.Camera.SecondaryTouchContact.canceled += EndTouchZoom; }
private void Awake() { playerInputs = GetComponent <PlayerInputs>(); controller = GetComponent <CharacterController>(); cameraControls = GetComponent <CameraControls>(); animationController = GetComponent <AnimationController>(); }
// Use this for initialization void CreateSun() { this.planetPlaceholder = Instantiate(planetPlaceholderPrefab); this.planetPlaceholder.SetActive(false); // Create a SUN Vector3 sunpos = new Vector3(Random.Range(-100f, 100f), 0, Random.Range(-100f, 100f)); GameObject sun = PhotonNetwork.Instantiate("Sun", sunpos, Quaternion.identity, 0); //GameObject sun = Instantiate (sunPrefabs [Random.Range (0, sunPrefabs.Count - 1)]); Sun obj = sun.GetComponent <Sun> (); obj.owner = GameProperties.props.playerName; obj.type = PlanetType.Sun; obj.SetColor(new Color(Random.value, Random.value, Random.value)); GameProperties.props.mySun = sun; CameraControls cam = Camera.main.GetComponent <CameraControls> (); if (cam != null) { cam.PointAt(sun); } GameProperties.props.state = GameState.Playing; }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); game_master_script = GameObject.Find("GameMaster").GetComponent <GameMasterScript>(); camera_script = GameObject.Find("Main Camera").GetComponent <CameraControls>(); GameObject win_trigger = GameObject.FindWithTag("Goal"); win_trigger_trans = win_trigger.GetComponent <Transform>(); win_trigger_script = win_trigger.GetComponent <WinTrigger>(); eye_trans = eye.GetComponent <Transform>(); eye_mat = eye.GetComponent <MeshRenderer>().materials[0]; //beam_mat = beam.GetComponent<MeshRenderer>().materials[0]; beam_trans = beam.GetComponent <Transform>(); beam.SetActive(false); beaming = false; moving = false; direction = new Vector3(); next_pos = rb.position; rotation = rb.rotation.y; pushing = false; speed = Utility.CHARACTER_SPEED; elevator_trigger = false; //emission_color = Color.black; intensity = 0; SetLight(intensity); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody2D>(); cameraControls = Camera.main.GetComponent <CameraControls>(); //audioSource = GetComponent<AudioSource>(); //anim = GetComponent<Animator>(); }
void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(this); } else { if (this != instance) { Destroy(this.gameObject); } } Camera = GameObject.FindObjectOfType<CameraControls>(); if (Camera == null) { Debug.Log("Cannot find camera on the current scene."); } Players = new List<Player>(GameObject.FindObjectsOfType<Player>()); if (Players == null) { Debug.Log("Cannot find players on the current scene."); } }
// Use this for initialization void Awake() { Application.targetFrameRate = 60; Instance = this; pointsText.text = gamePoints.ToString(); UpgradeUI.SetActive(false); DemolishUI.SetActive(false); IncreaseWorkersUI.SetActive(false); ConstructionHandler = FindObjectOfType <ConstructionHandler>(); CitizenManager = FindObjectOfType <CitizenManager>(); AudioManager = FindObjectOfType <AudioManager>(); CPRData = FindObjectOfType <CPRAccountData>(); CameraControls = FindObjectOfType <CameraControls> (); MeteorHandler = FindObjectOfType <MeteorHandler> (); Blockzilla = Resources.Load <GameObject>("Events/Blockzilla"); Blockman = Resources.Load <GameObject>("Events/Blockman"); SmallHouses = Resources.LoadAll <GameObject>("Buildings/SmallHouses"); MediumHouses = Resources.LoadAll <GameObject>("Buildings/MediumHouses"); LargeHouses = Resources.LoadAll <GameObject>("Buildings/LargeHouses"); Specials = Resources.LoadAll <GameObject>("Buildings/Special"); MoneyText.text = "Money: " + CPRData.currentBalance.ToString("N2"); ResetDailyMoney(); }
/*public static void LoadScene(string sceneName, bool persistPlayer = true) * { * if (persistPlayer) * DontDestroyOnLoad(Player); * else * { * Destroy(Player); * _player = null; * } * * Application.LoadLevel(sceneName); * * FindPlayer(); * FindCamera(); * }*/ private static void FindCamera() { _camera = FindObjectOfType <CameraControls>(); if (_camera == null) { Debug.Log("Cannot find camera on the current scene."); } }
private void Awake() { GV = GameObject.FindGameObjectWithTag("GameController").GetComponent <GlobalVariables>(); cmr = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraControls>(); score = GameObject.FindGameObjectWithTag("GameController").GetComponent <ScoreCounter>(); Ccube = this.transform; CcubeScale = Ccube.localScale.x; }
// Use this for initialization void Start() { inst = this; camc = Cam.gameObject.GetComponent<CameraControls>(); DebugConsole.RegisterCommand("Pause", Pause); CanPause = true; //var x = gameObject.GetComponent<WindZone>(); }
// Use this for initialization void Start() { player = FindObjectOfType <PlayerController>(); camera = FindObjectOfType <CameraControls>(); health = FindObjectOfType <HealthManager>(); }
private void Awake() { singleton = this; pivot = transform.GetChild(0); cam = pivot.GetChild(0); transform.parent = null; }
// Use this for initialization void Start() { GV = GameObject.FindGameObjectWithTag("GameController").GetComponent <GlobalVariables>(); score = GV.GetComponent <ScoreCounter>(); cubegen = GameObject.FindGameObjectWithTag("CenterCube").GetComponent <BCubeGenerate>(); cmr = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraControls>(); Ccube = cubegen.Ccube; }
private void Awake() { gameObject.transform.parent = null; animator = GetComponentInChildren <Animator>(); timer = Camera.main.GetComponent <Timer>(); rigidBody = GetComponent <Rigidbody>(); mainCamera = FindObjectOfType <Camera>(); mainCamera.GetComponent <CameraControls>().SetCamera(); cameraControls = (CameraControls)Camera.main.GetComponent(typeof(CameraControls)); }
// Use this for initialization void Start() { #if !UNITY_EDITOR && UNITY_WEBGL UnityEngine.WebGLInput.captureAllKeyboardInput = false; #endif Application.ExternalCall("onUnityAppReady", "Hello from Unity!"); Debug.Log(Camera.main); cameraControls = Camera.main.transform.GetComponent <CameraControls> (); this.CreateMap(); }
// Update is called once per frame void LateUpdate() { CameraControls cameraControl = mainCamera.GetComponent("CameraControls") as CameraControls; if (cameraControl.target != null) { transform.position = new Vector3(mainCamera.transform.position.x, cameraControl.target.transform.position.y, mainCamera.transform.position.z); transform.LookAt(cameraControl.target.transform.position); } }
void Awake() { if (CameraControls.instance == null) { instance = this; } else if (this != instance) { Destroy(this.gameObject); } }
private void updateView() { try { CameraControls.changeBody(bodySelector.options[bodySelector.value].text); } catch (System.Exception) { // No Bodies to View. Ignore, will be refreshed once bodies are loaded. } }
//Private Static /// <summary> /// Initializes generalized game variables /// </summary> /// <param name="boundsMesh">mesh to calculate bounds from</param> /// <param name="numberOfSworks">number of sworks to be used this level</param> /// <param name="sworkPrefab">prefab of swork to sapwn</param> /// <param name="holdingArea">off map position to store dead sworks</param> /// <param name="cameraUsed">the main camera used</param> public static void ReadyGame(MeshRenderer boundsMesh, int numberOfSworks, GameObject sworkPrefab, Transform holdingArea, Camera cameraUsed) { //initialize protected classes SworkControl.ReadySworkControl(numberOfSworks, sworkPrefab, holdingArea); InputControl.ReadyInput(Application.platform); CameraControls.ReadyCamera(cameraUsed); //set game start state CurrentGameState.CurrentPlayState = GameState.PlayState.Play; CurrentGameState.CurrentControlState = GameState.ControlState.ManualControl; CalculateBound(boundsMesh); }
void Start() { globalCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraControls> (); if (this.name == "Sun Holder") { isSun = true; } else { tr = GetComponent <TrailRenderer> (); } }
void Awake() { cam = Camera.main.GetComponent <CameraControls>(); mnl = go_NextLevel.GetComponent <ManualLevelUnlock>(); if (PlayerPrefs.HasKey("currentCamPos") && cam.cameraPosition == CameraControls.CameraPosition.SaveCurrent) { cam.defaultPosition = PlayerPrefsX.GetVector3("currentCamPos"); } //Check if player prefs have any data with levels indexes, if so - assign; if (PlayerPrefs.HasKey("isFinished" + LevelIndex.ToString())) { isFinished = PlayerPrefsX.GetBool("isFinished" + LevelIndex.ToString()); } if (PlayerPrefs.HasKey("startsCount" + LevelIndex.ToString())) { starsCount = PlayerPrefs.GetInt("startsCount" + LevelIndex.ToString()); } //draw stats depends on how much stars we gained; if (starsCount == 1) { Stats.sprite = OneStar; } if (starsCount == 2) { Stats.sprite = TwoStars; } if (starsCount == 3) { Stats.sprite = ThreeStars; } //unlock next level; if (starsCount >= 1) { mnl.unlocked = true; } //draw unlock level sprite if level is unlocked and conversely; if (unlocked) { Stats.gameObject.SetActive(true); LevelObject.sprite = LevelUnlocked; } else { Stats.gameObject.SetActive(false); LevelObject.sprite = LevelLocked; } }
// Use this for initialization void Start() { dungeonManagerScript = GameObject.FindGameObjectWithTag("DungeonManager").GetComponent("DungeonManager") as DungeonManager; uiManagerScript = GameObject.FindGameObjectWithTag("uiManager").GetComponent("UIManager") as UIManager; uiManagerScript.InitValues(dungeonManagerScript.width, dungeonManagerScript.height, dungeonManagerScript.minRoomSize, dungeonManagerScript.maxRoomSize, dungeonManagerScript.chanceOfExtraDoor, false); camControls = GameObject.FindGameObjectWithTag("MainCamera").GetComponent("CameraControls") as CameraControls; if (Cursor.lockState == CursorLockMode.Locked){ Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } }
private void Awake() { //Singleton if (inst == null) { inst = this; } else if (inst != this) { Destroy(FindObjectOfType <CameraControls>().gameObject); } DontDestroyOnLoad(this.gameObject); }
public override void _Ready() { if (_cc == null) { _cc = this; } else { QueueFree(); } _camera = (Camera2D)GetNode("Camera2D"); GUIManager.RegisterElement(this); }
// Use this for initialization void Start() { player = GameObject.FindWithTag("Player"); pc = (PlayerControl)player.GetComponent("PlayerControl"); cc = (CameraControls)mainCamera.GetComponent("CameraControls"); theReason = new GameObject(); theReason.AddComponent <TextMesh>(); TextMesh tm = theReason.GetComponent <TextMesh>(); theReason.transform.position = new Vector3(text.transform.position.x, text.transform.position.y - 5, text.transform.position.z); tm.color = Color.black; tm.anchor = TextAnchor.MiddleCenter; tm.alignment = TextAlignment.Center; tm.fontSize = text.GetComponent <TextMesh>().fontSize *3 / 4; }
private void BtnNew_Click(GameObject map) { Cancel(); CameraControls cameraControls = new CameraControls(Camera.main); new Inventory(); MapGenerator mapGenerator = new MapGenerator(map); new AI.Waypoint(map, canvas); new AI.Road(map, canvas); new Menu(map, canvas); AlertList alertList = new AlertList(canvas); AlertList.NewAlert("UI_ALERT_TEST", "mug", null); }
public static void Update() { GameKeyState.Update(); GameMouseState.Update(); if (CameraControls != null && !CameraControls.IsPaused) { CameraControls.Update(); } if (PlayerControls != null && !PlayerControls.IsPaused) { PlayerControls.Update(); } }
// Use this for initialization void Start() { originalPos = transform.position; if (original != null) { /*clone1 = Instantiate(original,transform) as GameObject; * clone1.transform.position = new Vector3(original.transform.position.x + original.transform.localScale.x, original.transform.position.y, original.transform.position.z); * clone2 = Instantiate(original, transform) as GameObject; * clone2.transform.position = new Vector3(original.transform.position.x, original.transform.position.y - original.transform.localScale.y, original.transform.position.z); * clone3 = Instantiate(original, transform) as GameObject; * clone3.transform.position = new Vector3(original.transform.position.x + original.transform.localScale.x, original.transform.position.y - original.transform.localScale.y, original.transform.position.z);*/ } myCamera = Camera.main.GetComponent <CameraControls>(); lastCameraPos = Camera.main.transform.position; }
// 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()); }
public void Start() { if (!resourcesUrl.EndsWith("/")) { resourcesUrl += "/"; } if (Application.platform == RuntimePlatform.WebGLPlayer) { Debug.Log("The full URL is: " + Application.absoluteURL); // Set scenario and map based on URL parameters Uri uri = new Uri(Application.absoluteURL); string scenarioArg = HttpUtility.ParseQueryString(uri.Query).Get("scenario"); string mapArg = HttpUtility.ParseQueryString(uri.Query).Get("map"); if (scenarioArg == null || !int.TryParse(scenarioArg, out scenarioId)) { scenarioId = 0; } if (mapArg == null || !int.TryParse(mapArg, out mapId)) { mapId = 0; } } footageThumbnailsCache = new ImageLoaderCache(100); footagePhotosCache = new ImageLoaderCache(25); cluesPhotosCache = new ImageLoaderCache(25); mapObj = mapObjList[mapId]; foreach (GameObject mo in mapObjList) { mo.SetActive(false); } mapObj.SetActive(true); map = mapObj.GetComponent <Map>(); sceneCamera = sceneCameraObj.GetComponent <Camera>(); sceneCameraControls = sceneCameraObj.GetComponent <CameraControls>(); timelineCamera = timelineCameraObj.GetComponent <Camera>(); startScreenText.text = scenarioNameList[scenarioId] + "\n" + startScreenText.text; }
// Use this for initialization void Start() { player = GameObject.FindWithTag ("Player"); mainCamera = (Camera)GameObject.FindWithTag("MainCamera").GetComponent<Camera>(); pc = (PlayerControl)player.GetComponent<PlayerControl>(); cc = (CameraControls)mainCamera.GetComponent("CameraControls"); text = GameObject.FindGameObjectWithTag("GameOver"); theReason = new GameObject(); theReason.AddComponent<TextMesh>(); TextMesh tm = theReason.GetComponent<TextMesh>(); theReason.transform.position = new Vector3(text.transform.position.x, text.transform.position.y - 5, text.transform.position.z); tm.color = Color.black; tm.anchor = TextAnchor.MiddleCenter; tm.alignment = TextAlignment.Center; tm.fontSize = text.GetComponent<TextMesh>().fontSize*3/4; pause = GameObject.FindGameObjectWithTag("Pause"); }
void Awake() { /* if (instance == null) { instance = this; DontDestroyOnLoad(this); } else { if (this != instance) { Destroy(this.gameObject); } } */ Camera = GameObject.FindObjectOfType<CameraControls>(); if (Camera == null) { Debug.Log("Cannot find camera on the current scene."); } Players = new List<Player>(GameObject.FindObjectsOfType<Player>()); if (Players == null) { Debug.Log("Cannot find players on the current scene."); } Players.Reverse(); //We need to sort players based on name.... //IE, make the player named p1 go into index [0] //The players are grabbed kind of arbitrarily otherwise stage = GameObject.FindObjectOfType<Stage>(); if (stage == null) { Debug.Log("Cannot locate stage"); } spawnPoints = stage.spawnPoints; hit_boxes = GameObject.FindObjectsOfType<GameObject>().Where(x => x.GetComponent<Collider2D>() != null).ToArray(); }
void OnEnable() { tooltipsEnabled = false; rotationScript = rotationGizmo.GetComponent <RotationGizmo>(); fuseEvent = eventSystem.GetComponent <FuseEvent>(); selectPart = eventSystem.GetComponent <SelectPart>(); cameraControls = mainCam.GetComponent <CameraControls>(); baseStartPosition = new Vector3(-100, 30, 100); fuseEvent.setIsFirstLevel(true); partButtons = new Button[3]; partButtons[0] = b1p1Button; partButtons[1] = b1p2Button; partButtons[2] = b1p3Button; // tooltips occur on: all part buttons, Fuse button, Finished Image, bb1 child allTooltips = new Tooltip[16]; allTooltips[0] = b1p1Button.gameObject.GetComponent <Tooltip>(); allTooltips[1] = b1p2Button.gameObject.GetComponent <Tooltip>(); allTooltips[2] = b1p3Button.gameObject.GetComponent <Tooltip>(); allTooltips[3] = finishedImage.GetComponent <Tooltip>(); allTooltips[4] = fuseButton.gameObject.GetComponent <Tooltip>(); allTooltips[5] = bb1.GetComponent <Tooltip>(); allTooltips[6] = yUp.GetComponent <Tooltip>(); allTooltips[7] = yDown.GetComponent <Tooltip>(); allTooltips[8] = xUp.GetComponent <Tooltip>(); allTooltips[9] = xDown.GetComponent <Tooltip>(); allTooltips[10] = zUp.GetComponent <Tooltip>(); allTooltips[11] = zDown.GetComponent <Tooltip>(); allTooltips[12] = bb1_b1p1_a1.GetComponent <Tooltip>(); allTooltips[13] = bb1_b1p2_a1.GetComponent <Tooltip>(); allTooltips[14] = bb1_b1p2_a2.GetComponent <Tooltip>(); allTooltips[15] = bb1_b1p3_a1.GetComponent <Tooltip>(); //make sure all tooltips are disabled on startup for (int i = 0; i < allTooltips.Length; i++) { allTooltips[i].enabled = false; } }
public void Start() { im = GameManager.Instance.IM; myControls = new CameraControls(); lastMousePos = Vector3.zero; currentCameraDistance = minZoomDistance + ((maxZoomDistance - minZoomDistance) / 2.0f); wantedCameraDistance = currentCameraDistance; terrain = GameManager.Instance.currentMainHandler.terrainHandler.MyTerrain; if (terrain != null) { cameraTarget = transform.position; } else { cameraTarget = transform.position; } }
// Use this for initialization void Start() { sceneBounds = transform.Find("sceneBounds").GetComponent <BoxCollider2D>(); myCamera = Camera.main.transform.GetComponent <CameraControls>(); if (_hasDialogue) { dialogueJSON = Resources.Load(Path.Combine("Dialogue JSON", _dialogueFile)) as TextAsset; myDialogue = new DialogueList(); string json = dialogueJSON.text; myDialogue = JsonUtility.FromJson <DialogueList>(json); foreach (Dialogue element in myDialogue.dialogues) { Debug.Log(element.name + ": " + element.line); } } mainObject = GameObject.Find("Main").transform; player = GameObject.Find("player").GetComponent <Player>(); dialogueGO = GameObject.Find("Dialogue").transform.Find("Text").GetComponent <Text>(); dialogueGroup = GameObject.Find("Dialogue").GetComponent <CanvasGroup>(); playedFromStart = _playOnStart; }
void Start() { overlay = new DetailsOverlay(baseDir); overlay.CloseInfo += () => {showOverlay = false;}; cameraControls = new CameraControls(baseDir); cameraControls.TakeScreenShot += () => TakeScreenShot(); upperMenu = new UpperMenu(baseDir); upperMenu.CancelDelete += () => CancelDeleteFn(); upperMenu.DeleteBtn += () => DeleteButtonFn(); upperMenu.searchClick += () => searchClickHandler(); upperMenu.ClearBtn += () => {ClearBtn(); ResetManipulation();}; upperMenu.InfoClick += () => InfoClick(); upperMenu.textChange += (newText) => setSearchText(newText); sideMenu = new SideMenu(baseDir); sideMenu.SpawnFurniture += (furniture) => spawnFurniture(furniture); sideMenu.ShowInfo += (furniture) => showInfo(furniture); sideMenu.CategoryClick += () => {upperMenu.resetSearchBar();}; SSLogoTex = (Texture2D)Resources.Load(baseDir + "Screenshot/SNAPSHOT_cornerlogo_02"); }
/// <summary> /// This should be called exactly once before actually running a puzzle. /// This will initialize all variables needed by the puzzle. /// Only put code that can execute in 1 frame here. /// </summary> override public void Setup() { status = PuzzleStatus.INPROGRESS; timeRemaining = timeLimit; cam1 = GameObject.Find("P1 Camera").GetComponent<CameraControls>(); cam1.Target(fallingPlayer.GetTarget()); oldCam1Size = cam1.GetComponent<Camera>().orthographicSize; cam1.GetComponent<Camera>().orthographicSize = cameraSize; cam2 = GameObject.Find("P2 Camera").GetComponent<CameraControls>(); cam2.Target(fallingPlayer.GetTarget()); oldCam2Size = cam2.GetComponent<Camera>().orthographicSize; cam2.GetComponent<Camera>().orthographicSize = cameraSize; catcherBounds = catcher.GetComponent<Collider2D>(); if(fallingPlayer.assignment == FallerPlayer.PlayerAssignment.P1) { catcher.GetComponentInChildren<SpriteRenderer>().color = fallingPlayer.P2Color; } else { catcher.GetComponentInChildren<SpriteRenderer>().color = fallingPlayer.P1Color; } float newX = catcher.transform.position.x + Random.Range(-CATCHER_RADIUS, CATCHER_RADIUS); catcher.transform.position = new Vector3(newX, catcher.transform.position.y); }
// Use this for initialization void Awake() { s = PauseCam.GetComponent<SmoothCam>(); //up = UP.GetComponent<UP>(); //down = DOWN.GetComponent<DOWN>(); //left = LEFT.GetComponent<LEFT>(); //right = RIGHT.GetComponent<RIGHT>(); XSen = PlayerPrefs.GetFloat("XSen", 8); YSen = PlayerPrefs.GetFloat("YSen", 8); ZSen = PlayerPrefs.GetFloat("ZSen", 15) * 10; ZoomIn = PlayerPrefs.GetInt("ZoomIN", (int)KeyCode.Q); ZoomOut = PlayerPrefs.GetInt("ZoomOUT", (int)KeyCode.E); CamSpeed = ((XSen * YSen)/2)*CameraSpeed; DebugConsole.Log("CamSpeed: " + CamSpeed); inst = this; }
// Use this for initialization void Start() { cameraControls = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CameraControls>(); }
void Awake() { highlight = GameObject.FindWithTag("Highlight").GetComponent<Highlight>(); mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CameraControls>(); gameInstance = this; gui = new UI(); gui.Initialize(); buildables = GetComponent<BuildableRegistry>(); //must be before state, because state references this in initialization state = new PlayerState(); }
void Awake() { highlight = GameObject.FindWithTag("Highlight").GetComponent<Highlight>(); mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CameraControls>(); gameInstance = this; gui = new UI(); gui.Initialize(); state = new PlayerState(); }