void Start() { myGamePlayManager = GamePlayManagerAR.instance; if (GameObject.Find("NetworkManager")) { client = GameObject.Find("NetworkManager").GetComponent <Client>(); } //GUI = GameObject.Find("GUI"); //myGamePlayManager.GUIState = GUI.activeSelf; }
void Start() { myGamePlayManager = GamePlayManagerAR.instance; levelManager = LevelManager.Instance; //Bad code happenin here GameObject networkManager = GameObject.Find("NetworkManager"); if (networkManager != null) { client = networkManager.GetComponent <Client>(); } //TURN ALL THE BUTTONS OFF clearButtons(); }
void OnSceneLoaded(Scene scene, LoadSceneMode mode) { if (scene.buildIndex == 1) { TileRenderer.instance.Init(); //GamePlayManagerAR gamePlayManager = GameObject.Find("GameManager").GetComponent<GamePlayManagerAR>(); GamePlayManagerAR gamePlayManager = GamePlayManagerAR.instance; //Roles role = gamePlayManager.GetRoles(); Debug.Log("There are " + players.Count + "Players"); foreach (KeyValuePair <int, BasePlayer> entry in players) { BasePlayer orig = entry.Value; //I removed this because it seemed very weird to make a new baseplayer and copy all its values //BasePlayer basePlayer = new BasePlayer(orig.name, orig.roleId, orig.spawnLocation, orig.id, gamePlayManager); //entry.Value.SpawnPlayer(orig.spawnLocation); gamePlayManager.AddPlayer(entry.Value); if (entry.Value.spawnLocation != new Vector2Int(int.MaxValue, int.MaxValue)) { // move the world if (IsMyId(entry.Value.GetPlayerId())) { // tile renderer's start method hasn't been called yet when the scene is loaded. StartCoroutine(WaitAndTeleport(1, entry.Value.spawnLocation)); } // move the player else { entry.Value.GetObject().transform.position = new Vector3(entry.Value.spawnLocation.x, entry.Value.spawnLocation.y); } } } } }
void Awake() { Debug.Log("Setting instance"); _instance = this; role = GetComponent <Roles>(); }
void Start() { myGamePlayManager = GamePlayManagerAR.instance; }