// Use this for initialization void Start() { Data data = new Data(); controllerManager = GameObject.FindGameObjectWithTag("IGMControllerManager").GetComponent <IGMControllerManager>(); //player1 = new Player(this); player1.Type = Players.Player1; player1.InitPlayer(); //player2 = new Player(this); player2.Type = Players.Player2; player2.InitPlayer(); Invoke("UpdatePlayersOnInit", 0.2f); }
void Start() { //Start Futile params. FutileParams fparams = new FutileParams(false, false, true, true); if (Screen.height == 2048) { fparams.AddResolutionLevel(Screen.width, 2.0f, 1.0f, ""); } else { fparams.AddResolutionLevel(Screen.width, 1.0f, 1.0f, ""); } fparams.origin = new Vector2(0, 0.5f); Futile.instance.Init(fparams); stage = Futile.stage; Futile.atlasManager.LoadAtlas("Atlases/bocaraButtons"); Futile.atlasManager.LoadFont("AbadiBlue", "AbadiBlue", "Atlases/AbadiBlue", 0.0f, 0.0f); Futile.atlasManager.LoadFont("AbadiRed", "AbadiRed", "Atlases/AbadiRed", 0.0f, 0.0f); AddRedPlayerUI(); AddBluePlayerUI(); controllerManager = GameObject.FindGameObjectWithTag("IGMControllerManager").GetComponent <IGMControllerManager>(); //1.Create Futile layer. //2.Set the Futile object to use the Futile new layer. //3. Add lines to Futile.cs line 122 //Esteban: to use Futile as UI //_camera.cullingMask = (1 << 11); //4. Comment the line on Futile.cs //_camera.clearFlags = CameraClearFlags.SolidColor; //5. Uncomment the line on Futile.cs //_camera.clearFlags = CameraClearFlags.Depth; //TODO: check if this is faster or not? //6. Add to FFacetRenderLayer line 60 //_gameObject.layer = 11; //_stage.layer = 11; }
// Use this for initialization void Start() { controllerManager = GameObject.FindGameObjectWithTag("IGMControllerManager").GetComponent <IGMControllerManager>(); }