// Use this for initialization
    void Start()
    {
        dungeonCanvas          = GameObject.Find("Dungeon");
        buttonForAtackCharging = GameObject.Find("ChargeAtackButton");
        objectSelector         = dungeonCanvas.GetComponent <ObjectSelector>();
        dungeonManager         = dungeonCanvas.GetComponent <DungeonManager>();
        displayParty           = dungeonCanvas.GetComponent <DisplayParty>();
        dungeonsGenerator      = dungeonCanvas.GetComponent <DungeonsGenerator>();
        fightMode = dungeonCanvas.GetComponent <FightMode>();
        buttonForAtackCharging.SetActive(false);
        buttonIsHeld      = false;
        chargeReachedPeak = false;
        speedTimer        = 0;
        randomNumber      = new System.Random();

        filePath      = "UI_Elements/";
        typeOfElement = new string[] { "ChargeBar", "ChargeBarPointer" };

        if (GameObject.Find("FactoryObject") == null)
        {
            factoryObject       = new GameObject();
            factoryObject.name  = "FactoryObject";
            factoryObject.layer = 0;
            factoryObject.AddComponent <SpriteRenderer>();
            Debug.Log("ButtonForChargingAtack || Start || Created new FactoryObject");
        }
        else
        {
            Debug.Log("ButtonForChargingAtack || Start || Found FactoryObject");
            factoryObject = GameObject.Find("FactoryObject");
        }

        initializeChargeBar();
        loadChargeBarSize();
    }
Esempio n. 2
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 // Use this for initialization
 void Start()
 {
     escapeButton = GameObject.Find("ButtonForEscape");
     dungeon      = GameObject.Find("Dungeon");
     displayParty = dungeon.GetComponent <DisplayParty>();
     escapeButton.GetComponent <Button>().onClick.AddListener(escapeFromFight);
     randomNumber      = new System.Random();
     dungeonsGenerator = dungeon.GetComponent <DungeonsGenerator>();
     fightMode         = dungeon.GetComponent <FightMode>();
     escapeButton.SetActive(false);
 }
Esempio n. 3
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 // Use this for initialization
 void Start()
 {
     dungeonCanvas              = GameObject.Find("Dungeon");
     dungeonManager             = dungeonCanvas.GetComponent <DungeonManager>();
     dungeonsGenerator          = dungeonCanvas.GetComponent <DungeonsGenerator>();
     enemyGenerator             = dungeonCanvas.GetComponent <EnemyGenerator>();
     buttonForCameraMovement    = GameObject.Find("MoveRightButton").GetComponent <ButtonForCameraMovement>();
     buttonForUsage             = GameObject.Find("UseButton").GetComponent <ButtonForUsage>();
     objectSelector             = dungeonCanvas.GetComponent <ObjectSelector>();
     displayParty               = dungeonCanvas.GetComponent <DisplayParty>();
     partyIsInFightMode         = false;
     enemyPossitionsBeforeFight = new float[4];
     colidedWithPartyNumber     = 0;
 }
Esempio n. 4
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    public void Start()
    {
        randomNumber          = new System.Random();
        minimumNumberOfChunks = 6;
        maximumNumberOfChunks = 12;

        //Static list of corridors
        corridorList = new List <Corridor>();

        chunkWidth = 7;

        //It's template object for creating another chunks
        factoryObject = new GameObject();
        //Defines layer to display backgound on
        factoryObject.layer = 0;

        buttonForUsage = GameObject.Find("UseButton");
        buttonForCameraMovementLeft  = GameObject.Find("MoveLeftButton");
        buttonForCameraMovementRight = GameObject.Find("MoveRightButton");
        buttonForEscape        = GameObject.Find("ButtonForEscape");
        buttonForAtackCharging = GameObject.Find("ChargeAtackButton");

        objectsToGenerate = randomNumber.Next(minimumNumberOfChunks, maximumNumberOfChunks);
        //Saving length data to object for later reload
        corridorToGenerate              = new Corridor(objectsToGenerate);
        leftBoundPossition              = chunkWidth;
        rightBoundPossition             = chunkWidth * (objectsToGenerate - 1);
        rightBoundPossitionForGenerator = chunkWidth * objectsToGenerate;
        producedChunks = new List <GameChunk>();

        //Getting dungeonManager to acces his variables
        dungeonCanvas      = GameObject.Find("Dungeon");
        dungeonManager     = dungeonCanvas.GetComponent <DungeonManager>();
        dungeonLevelChunks = dungeonManager.getLevelChunks();
        movementButton     = FindObjectOfType <ButtonForCameraMovement>();
        dungeonManager     = dungeonCanvas.GetComponent <DungeonManager>();
        fightMode          = dungeonCanvas.GetComponent <FightMode>();
        enemyGen           = dungeonCanvas.GetComponent <EnemyGenerator>();
        displayParty       = dungeonCanvas.GetComponent <DisplayParty>();
        loadingHasFinished = false;

        generationDecission();
    }