void Start() { DirectionalLight = GameObject.FindGameObjectWithTag("DirectLight"); DirectionalLight.GetComponent<Light>().enabled = false; Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; anim = this.gameObject.GetComponentInChildren<Animator>(); _select = GameObject.FindObjectOfType<CharacterSelection>(); _selectObject = _select.gameObject; _selectObject.GetComponent<Camera>().enabled = false; _select.enabled = false; _myCam = this.transform.FindChild("MyCam").gameObject; _myCam.SetActive(true); Health = 100; Energy = 200.0f; Endurance = 100; MovementSpeed = 3.0f; _CCcontroller = GetComponent<CharacterController>(); Team = 1; }
void FindCharSel() { cs = GameObject.FindGameObjectWithTag("CharacterSelection").GetComponent <CharacterSelection>(); nd = GetComponent <NetworkIdentity>(); //sis = GameObject.FindGameObjectWithTag("ServerInf").GetComponent<ServerInformationScript>(); //Debug.Log(sis); }
private void Update() { if (player1 == null) { player1 = GameObject.Find("Player1UI"); } else if (player1 != null) { if (player1cs == null) { player1cs = player1.GetComponent <CharacterSelection>(); } cNumber1 = player1cs._number; } if (player2 == null) { player2 = GameObject.Find("Player2UI"); } else if (player2 != null) { if (player2cs == null) { player2cs = player2.GetComponent <CharacterSelection>(); } cNumber2 = player2cs._number; } }
public override void OnLobbyServerSceneLoadedForPlayer(NetworkManager manager, GameObject lobbyPlayer, GameObject gamePlayer) { LobbyPlayer lobby = lobbyPlayer.GetComponent <LobbyPlayer>(); CharacterSelection pc = gamePlayer.GetComponent <CharacterSelection>(); pc.colour = lobby.playerColor; }
void Awake() { if (instance == null) { instance = this; } }
//apply holy water to your eyes after looking at following binding methods public void bind(CharacterSelection sel) { sel.addRemove[0] = button1; sel.addRemove[1] = button2; sel.addRemove[2] = button3; sel.addRemove[3] = button4; sel.prev[0] = button5; sel.prev[1] = button6; sel.prev[2] = button7; sel.prev[3] = button8; sel.next[0] = button9; sel.next[1] = button10; sel.next[2] = button11; sel.next[3] = button12; sel.pictures[0] = pictureBox1; sel.pictures[1] = pictureBox2; sel.pictures[2] = pictureBox3; sel.pictures[3] = pictureBox4; sel.classLabel[0] = label2; sel.classLabel[1] = label3; sel.classLabel[2] = label4; sel.classLabel[3] = label5; }
private void OnEnable() { characterSelection = GameObject.Find("CharacterSelectionPanel").GetComponent <CharacterSelection>(); Initializers(); player.playerScore = 0; activatedPlayerPanel.gameObject.SetActive(false); }
// Start is called before the first frame update void Start() { cManager = SingletonManager.Get <CombatManager>(); cSelection = SingletonManager.Get <CharacterSelection>(); cSelection.OnSelectCharacter.AddListener(UpdateStatsByCharacter); }
// Start is called before the first frame update void Start() { if (instance == null) { DontDestroyOnLoad(gameObject); instance = this; } else { Destroy(gameObject); } // Fades each sprite from alpha of 0 to alpha 1 (or 255) over a period of 2.5 seconds Antony.DOFade(1f, 2.5f); Beatrice.DOFade(1f, 2.5f); Benedick.DOFade(1f, 2.5f); Cleopatra.DOFade(1f, 2.5f); Hamlet.DOFade(1f, 2.5f); Juliet.DOFade(1f, 2.5f); Kate.DOFade(1f, 2.5f); Ophelia.DOFade(1f, 2.5f); Petruchio.DOFade(1f, 2.5f); Romeo.DOFade(1f, 2.5f); }
public IOControl() { rulesForm = new Rules(); selectionForm = new CharacterSelection(); chooseWinnerForm = new Choose_Winner(); recordsForm = new Records(); creationForm = new CharacterCreation(); }
private void OnEnable() { characterSelection = GameObject.Find("CharacterSelectionPanel").GetComponent <CharacterSelection>(); Initializers(); player.playerScore = 0; activatedPlayerPanel.gameObject.SetActive(false); skinName.text = player.namesOfSkins[iteration]; }
void Start() { combat = SingletonManager.Get <CombatManager>(); characterSelect = SingletonManager.Get <CharacterSelection>(); //Add Listeners characterSelect.OnSelectCharacter.AddListener(UpdateDisplay); }
private void Start() { playButton.onClick.AddListener(OpenCharacterSelect); quitButton.onClick.AddListener(Quit); //reset when we hit the menu in case we came from a game CharacterSelection.ResetCharacterData(); }
// Start is called before the first frame update void Start() { cManager = SingletonManager.Get <CombatManager>(); characterSelection = SingletonManager.Get <CharacterSelection>(); //Add Listener characterSelection.OnSelectCharacter.AddListener(UpdateIndicator); StartCoroutine(Initialize()); }
public void SetCurrentPlayer(CharacterSelection character) { string path = Application.persistentDataPath + "/Character.dat"; if (File.Exists(path)) { File.WriteAllLines(path, new string[] { character.name }); } }
public void Restart() { SceneManager.LoadScene("Hub"); CharacterSelection.SetDisplay(); TimerManager.GameRestarted(); CoinLevelManager.ResetCoins(); CoinLevelManager.ResetLevels(); Destroy(PlayerSingleton.player); }
public void Start(Engine.Engine runner) { _runner = runner; // Just to keep you waiting and show the loadscreen... :p Thread.Sleep(1000); _characterSelection = new CharacterSelection(_runner); _runner.GetSubSystem <Engine.Subsystems.Ui>().Windows.Add(_characterSelection); }
private void Awake() { playerInfo = GetComponent <PlayerInfo>(); m_NetworkManager = FindObjectOfType <NetworkManager>(); //scriptManager.UIManager = FindObjectOfType<UIManager>(); //scriptManager.polePositionManager = FindObjectOfType<PolePositionManager>(); //scriptManager.checkPointController = GetComponent<CheckpointController>(); //buscamos el objeto que contenga el script de seleccion de modelo m_selection = GameObject.FindGameObjectWithTag("Cars Container").GetComponent <CharacterSelection>(); }
public void SetCurrentPlayer(CharacterSelection character, int index) { string path = Application.persistentDataPath + "/Character.dat"; if (File.Exists(path)) { string[] lines = File.ReadAllLines(path); lines[index] = character.name; File.WriteAllLines(path, lines); } }
void Start() { _characterSelection = GameObject.FindObjectOfType <CharacterSelection>(); _backButton.onClick.AddListener(delegate { PlatinioUI.instance.MoveToBack(); }); _choosePlayerButton.onClick.AddListener(delegate { GameSettings.characterSelected = (CharacterSelected)_characterSelection.CurrentSelection; PlatinioUI.instance.MoveToNext(); }); }
// Use this for initialization void Start() { if (instance == null) { instance = this; } else { Destroy(gameObject); } index = 0; }
/// <summary> /// Loads the Characters into the level /// </summary> /// <param name="textArray">array given by the Position loader</param> private void ShieldMaidenLoader(string[] textArray) { int controlsNumber = CharacterSelection.Controls(int.Parse(textArray[3])); Console.WriteLine("maiden" + int.Parse(textArray[3]) + "controlnr" + CharacterSelection.Controls(int.Parse(textArray[3]))); Shieldmaiden shieldmaiden = new Shieldmaiden(int.Parse(textArray[3]), controlsNumber, this); shieldmaiden.StartPosition = new Vector2(float.Parse(textArray[1]), float.Parse(textArray[2])); shieldmaiden.CurrentWeapon = new SwordAndShield(shieldmaiden); shieldmaiden.Reset(); playerList.Add(shieldmaiden); }
private void Start() { cs = FindObjectOfType <CharacterSelection>(); if (cs != null) { charSelector = true; } allButtons = GetComponentsInChildren <Button>(); allButtons[buttonIndex].Select(); _cursor.transform.position = positions[0].transform.position; Invoke("onloadingScene", 3); }
// Start is called before the first frame update void Start() { if (instance == null) { DontDestroyOnLoad(gameObject); instance = this; } else { Destroy(gameObject); } }
public IEnumerator CharacterSelectionGeneration() { Random.InitState(0); GameObject world = new GameObject(); world.AddComponent <CharacterSelection>(); CharacterSelection cs = world.GetComponent <CharacterSelection>(); NetworkServer.Spawn(world); cs.CmdGenerateClasses(); networkManager.LateUpdate(); yield return(null); }
// Start is called before the first frame update void Start() { _cs1 = player1.GetComponent <CharacterSelection>(); _cs2 = player2.GetComponent <CharacterSelection>(); playLeft1 = true; playCenter1 = true; playRight1 = true; playLeft2 = true; playCenter2 = true; playRight2 = true; }
private void Start() { GameObject cSelectionObject = GameObject.FindWithTag("CharacterSelection"); if (cSelectionObject != null) { characterSelection = cSelectionObject.GetComponent <CharacterSelection>(); } playerRb = GetComponent <Rigidbody>(); playerWeapon = GetComponent <AudioSource>(); }
void Update() { playercount = DyanmicControllers.FindControllers(); disabledCount = 4 - playercount; readycount = 0; for (int i = 0; i < playercount; i++) { CharacterSelection hold = GameObject.Find("players").transform.GetChild(i).GetComponent <CharacterSelection>(); if (hold.holdTimer >= hold.holdlengh) { readycount += 1; } } if (readycount == playercount) { countdown = true; } for (int i = 0; i < disabledCount; i++) { GameObject.Find("players").transform.GetChild(3 - i).GetComponent <Image>().color = new Color(0.0f, 0.0f, 0.0f, 0.5f); CharacterSelection charSelect1 = GameObject.Find("players").transform.GetChild(3 - i).GetComponent <CharacterSelection>(); charSelect1.holdTimer = charSelect1.holdlengh; } if (countdown == true) { for (int i = 0; i < playercount; i++) { CharacterSelection charSelect2 = GameObject.Find("players").transform.GetChild(3 - i).GetComponent <CharacterSelection>(); charSelect2.holdTimer = charSelect2.holdlengh; } countdowntimer += Time.deltaTime; if (countdowntimer >= fadetime) { for (int i = 0; i < playercount; i++) { characterSetter.playerSelections.Add(GameObject.Find("players").transform.GetChild(i).GetComponent <CharacterSelection>().currentSelection); } //SceneManager.LoadScene(2); FindObjectOfType <SceneSwitcher>().SceneSwitch("Game"); } } //fade //GameObject.Find("FADE").GetComponent<Image>().color = new Color(GameObject.Find("FADE").GetComponent<Image>().color.r, GameObject.Find("FADE").GetComponent<Image>().color.g, GameObject.Find("FADE").GetComponent<Image>().color.b, Mathf.Pow(Mathf.Sin((countdowntimer / fadetime) * (Mathf.PI / 2)), 2)); }
void Awake() { if (instance == null) { instance = this; } else { if (instance != this) { Destroy(gameObject); } } StartButtonScript.onStart.Add(KillMe); }
public void OnInit() { characterSelection = GetComponent <CharacterSelection>(); if (!characterSelection) { Debug.LogError("Character Selection component missed!"); } GameObject current = Instantiate(characterSelection.characters[characterSelection.startIndex].obj); current.transform.parent = currentCharacterParent.transform; current.transform.localPosition = Vector3.zero; current.SetActive(true); Debug.Log("(CSCallback) " + "OnInit: Init Success!"); }
private void SetCharacterList(List <Player> players, RectTransform content, List <CharacterSelection> playerList, bool isSkipDead) { ClearCharacterList(playerList); for (int i = 0; i < players.Count; i++) { Player player = players[i]; if (isSkipDead && player.m_Hp <= 0) { continue; } CharacterSelection item = Instantiate(m_CharacterSelectionPrefab, content, false); item.SetText(player.m_PlayerName, m_ElementManager.GetRace(player.m_Race).name, player.m_Level, player.m_Hp, player.m_MaxHP, !player.IsTurnEnd, player.HexTilePos()); item.SetClickEvent(HideUI); playerList.Add(item); } }
// Use this for initialization void Start() { chars = GameObject.Find("CharacterSelection").GetComponent<CharacterSelection>(); }