private void Awake() { inst = this; obtainUI = GameObject.Find("ObtainUI").gameObject; obtainScript = GameObject.Find("Script").gameObject; obtainPopUp = GameObject.Find("Popup").gameObject; obtainImage = GameObject.Find("ObtainUI/Image").gameObject; obtainUI.SetActive(false); obtainScript.SetActive(false); obtainPopUp.SetActive(false); for (int i = 0; i < clueCount; i++) { isObtain[i] = false; for (int j = 0; j < clue[i].obtainScript.Length; j++) { obtainSciptContent[i, j] = clue[i].obtainScript[j]; } } /* * obtainSciptContent[0] = ""; * obtainSciptContent[1] = ""; * obtainSciptContent[2] = "( 역시! 이거라면, 내가 별로 움직이지 않았다는 걸 증명해줄 수 있겠어! )"; * obtainSciptContent[3] = "( 없지! )"; */ }
//[SerializeField] //private bool touchControlled; void Awake() { music = FMODUnity.RuntimeManager.CreateInstance("event:/Music"); music.start(); music.getParameter("Clue", out Clues); music.getParameter("Loyalty", out Loyalty); Loyalty.setValue(10); yarnVarRef = yarnVarRefObj.GetComponent <ExampleVariableStorage>(); // Populate the Singleton with the followint if and else if statements if (S == null) { S = this; } else if (S != null) { Destroy(this); } //Make sure that the GameObject this is attached to is not deleted on load DontDestroyOnLoad(gameObject); }
// Use this for initialization void Start() { _tr = GetComponent<Transform>(); _camera = Camera.main; _flawGO.AddRange(GameObject.FindGameObjectsWithTag("Flaw")); gaze = GetComponent<GazePointDataComponent>(); _eyexHost = EyeXHost.GetInstance(); _handAnim = gameObject.GetComponentInChildren<Animator>(); gameObject.GetComponentInChildren<Renderer>().material.color = Color.Lerp(Color.white, Color.clear, 0.3f); _handTrans = _tr.GetChild(0); clueManager = new ClueManager (); if (GameObject.FindGameObjectsWithTag ("Clue").Length < 1) { puzzleSolved = true; } GameObject _fade = new GameObject("Fadeout"); Texture2D _tex2D = new Texture2D(1,1); _tex2D.SetPixel(0, 0, Color.white); _tex2D.Apply(); _fadeout = _fade.AddComponent<SpriteRenderer>(); _fadeout.sprite = Sprite.Create(_tex2D, new Rect(0, 0, 1, 1), new Vector2(0.5f, 0.5f)); _fadeout.material.color = Color.black; _fade.transform.localScale = new Vector3(999,999,999); _fade.transform.position = _tr.position + _tr.forward*0.5f; _fade.transform.eulerAngles = _camera.transform.eulerAngles; _fade.transform.parent = _tr; }
private void Awake() { if (Instance != null) { Destroy(gameObject); } else { Instance = this; DontDestroyOnLoad(gameObject.transform); } m_clueManager = FindObjectOfType <ClueManager>(); m_charactersSpawner = FindObjectOfType <CharactersSpawner>(); for (int i = 0; i < s_nbPlayers; ++i) { m_availableSlots.Add(i); } foreach (PlayerScore s in m_scores) { s.ShowScore(false); } }
void Awake() { clueItemInspector = ClueItemInspector.S; clueManager = ClueManager.S; nameText = clueItemInspector.clueListInspectorName; descriptionText = clueItemInspector.clueListInspectorDescription; clueImageDisplay = clueItemInspector.clueImageDisplay; clueIconSprite = Resources.Load("Sprites\\" + clueInfo.clueName, typeof(Sprite)) as Sprite; }
void Start() { inkStory = new Story(inkAsset.text); mem_manager = MemoryFragmentManager.getMemoryFragmentManager(); clue_manager = ClueManager.getClueManager(); mem_manager.unpauseEvent += exitMemoryCutscene; playerInput = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerInput>(); playerInput.objection_event += objection; playerInput.press_event += press; }
private static List <string> _nameOfCluesToPresent; // name of the clues to present. Will be used to search corresponding clue information void Awake() { DontDestroyOnLoad(this); // Populate the Singleton with the followint if and else if statements if (S == null) { S = this; } else if (S != null) { Destroy(this); } }
void Awake() { #region singleton if (instance == null) { DontDestroyOnLoad(gameObject); instance = this; } else if (instance != this) { Destroy(gameObject); } #endregion }
public Home(string location) { Location = location; DocumentGUIDCounter = 0; _bLocked = false; _Documents = new List <Document>(); _VirtualWorkspaces = new List <VirtualWorkspace>(); _ForgottenUniverse = new List <Document>(); _VoidUniverse = new List <Document>(); _LinkUniverse = new List <Document>(); _ClueManager = new ClueManager(); _ActiveVW = new VirtualWorkspace(new Coordinate(0, 0)); _VirtualWorkspaces.Add(_ActiveVW); }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); Clues = FindObjectsOfType <Clue>(); }
void Awake() { #region singleton if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } #endregion clueManager = GameObject.FindGameObjectWithTag("ClueManager").GetComponent <ClueManager>(); interaction = GameObject.FindGameObjectWithTag("Player").GetComponent <InteractionManager>(); }
void handleInput() { //change animation based on if the player is grounded animator.SetBool("grounded", isGrounded()); //if player is pressing down, crouch. the animation logic is in the animator crouch = Input.GetAxisRaw("Vertical") == -1; animator.SetBool("crouching", crouch); //to navigate clues menu if (Input.GetKeyDown(KeyCode.Q)) { ClueManager.getClueManager().previousClue(); } if (Input.GetKeyDown(KeyCode.E)) { ClueManager.getClueManager().nextClue(); } //TEMP: objection if (Input.GetKeyDown(KeyCode.F)) { if (objection_event != null) { objection_event(); } } //TEMP: press if (Input.GetKeyDown(KeyCode.F)) { if (press_event != null) { press_event(); } } //in case we do press to continue cutscenes (prolly not) // if (Input.GetKeyDown(KeyCode.Space)) { // // if (next_cutscene_line_event != null) { // // next_cutscene_line_event(); // // } // } }
public override void OnStartClient() { gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>(); playerWeapon = GetComponent <PlayerWeapon>(); playerDeath = GetComponent <PlayerDeath>(); playerDeath.playerKilled += OnDeath; gamePlayer = GetComponent <GamePlayer>(); clueManager = GetComponent <ClueManager>(); changeCameraZoom = GetComponent <ChangeCameraZoom>(); doorOpenManager = GetComponent <DoorOpenManager>(); base.OnStartClient(); if (!isLocalPlayer) { return; } GameObject.FindGameObjectWithTag("VirtualCamera").GetComponent <CinemachineVirtualCamera>().m_Follow = transform; GameObject.FindGameObjectWithTag("VirtualCamera").GetComponent <CinemachineVirtualCamera>().m_LookAt = transform; gameManager.GameStateChanged += OnGameStateChanged; }
void Awake() { Instance = this; }
void Awake() { #region singleton if(instance == null) { instance = this; } else if(instance != this) { Destroy(gameObject); } #endregion clueManager = GameObject.FindGameObjectWithTag("ClueManager").GetComponent<ClueManager>(); interaction = GameObject.FindGameObjectWithTag("Player").GetComponent<InteractionManager>(); }
//// Use this for initialization void Start() { container_Player.SetActive(false); clueScript = GetComponent <ClueManager>(); }
void Start() { // Creat the array to store the crowd CrowdObj = new List<GameObject> (); clueManager = new ClueManager(); int x = 0; int y = 0; int index = 0; // Generate our crowd gameobjects while(index < NumberInCrowd) { // Calculate the offset to the first crowd member Vector2 GridPosition = new Vector2 (x * SpriteSeperation, -y * SpriteSeperation); // Create the object GameObject CrowdMember = (GameObject)Instantiate (AnimalPrefab, FirstCrowdMemberStartPosition + GridPosition, new Quaternion ()) as GameObject; CrowdMember.transform.parent = CrowdManager.transform; CrowdObj.Add (CrowdMember); // Move to next member x++; index++; if(index == CrowdMemberPerRow) { x = 0; y++; } } GenerateCrowd (); }
void Awake() { #region singleton if(instance == null) { DontDestroyOnLoad(gameObject); instance = this; } else if(instance != this) { Destroy(gameObject); } #endregion }