void Awake() { if (instance == null) { instance = this; } }
// Use this for initialization private void Awake() { level = 2; lastHit = 0; bombActive = false; bombCount = 0; laserSeconds = 0; if (instance == null)//only one instance active: singleton { instance = this; } else { Destroy(gameObject); } DontDestroyOnLoad(gameObject);//don't destroy when loading another scene if (SceneManager.GetActiveScene().name == "2DScene") { level = 0; } if (SceneManager.GetActiveScene().name == "2dEndlos") { level = 3; } }
void Awake() { //Singleton if (_instance == null) { _instance = this; } else { Destroy(gameObject); } UserPlatform = Application.platform; ButtonControls_Keyboard = new Dictionary <ButtonControlNames, KeyCode>(); ButtonControls_Keyboard[ButtonControlNames.Start] = KeyCode.Escape; ButtonControls_Keyboard[ButtonControlNames.UseAction] = KeyCode.X; ButtonControls_Keyboard[ButtonControlNames.UseItem] = KeyCode.Z; ButtonControls_Keyboard[ButtonControlNames.Interact] = KeyCode.Space; //ButtonControls_Keyboard["LeftBumper"] = KeyCode.L; //ButtonControls_Keyboard["RightBumper"] = KeyCode.K; ButtonControls_Controller = new Dictionary <ButtonControlNames, KeyCode>(); SetDefaultControllerValuesBasedOffOS(UserPlatform); }
private void Awake() { /* * if (damage != new int[2]) * { * damage = new int[2]; * damage[0] = 30; * damage[1] = 50; * } */ //Debug.Log(damage[0] + ", " + damage[1]); playerInTrigger = false; if (bulletsPerShot <= 0) { bulletsPerShot = 1; } if (name == null) { name = "Default"; } this.transform.rotation = Quaternion.Euler(90, 0, 0); currentManager = GameObject.FindGameObjectWithTag("Manager").GetComponent <MyGameManager>(); }
public override void SetUpInStart() { base.SetUpInStart(); ShowItemsUICanvas.gameObject.SetActive(false); myGameManager = FindObjectOfType <MyGameManager>(); Tower[] towers = new Tower[AvailableTowers.Count]; Sprite[] towersSprite = new Sprite[AvailableTowers.Count]; for (int i = 0; i < AvailableTowers.Count; i++) { towers[i] = AvailableTowers[i].gameObject.GetComponent <Tower>(); GoldCoin g1 = new GoldCoin(towers[i].GoldToBuy); GoldCoin g2 = new GoldCoin(towers[i].GoldToSell); towers[i].BuyPrice = new Price(g1); towers[i].SellPrice = new Price(g2); towersSprite[i] = AvailableTowersSprite[i].GetComponent <SpriteRenderer>().sprite; } m_transform = this.transform; Factory.prototypes = towers; Factory.prototypesSprite = towersSprite; }
void Awake() { //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); //Assign enemies to a new List of Enemy objects. enemies = new List <Enemy>(); //Get a component reference to the attached BoardManager script boardScript = GetComponent <BoardGenerate>(); //Call the InitGame function to initialize the first level InitGame(); }
// Update is called once per frame void Update() { //Highlight on distance float dtp = Vector3.Distance(MyGameManager.GetInstance().GetPlayerTransform().position, objectTransform.position); if (grabbedState.Equals(GrabbedState.GRABBED)) { cubeOutline.OutlineColor = new Color(255, 0, 0); cubeOutline.OutlineMode = Outline.Mode.OutlineVisible; } else if (dtp <= distanceToPlayer) { if (hoveredOn) { cubeOutline.OutlineColor = new Color(0, 255, 0); } else { cubeOutline.OutlineColor = new Color(255, 255, 255); } cubeOutline.OutlineMode = Outline.Mode.OutlineVisible; } else if (dtp > distanceToPlayer) { cubeOutline.OutlineMode = Outline.Mode.SilhouetteOnly; } }
void Start() { mgm = GameObject.Find("GameManager").GetComponent <MyGameManager> (); //ScoreBoardtoGo = GameObject.Find ("DogScore").transform.localPosition; targetGen = GameObject.Find("TargetGen").GetComponent <TargetGen> (); FloatingTextController.Initialize(); }
private void Start() { starTrans = GetComponent <Transform>(); if (myGameManager == null) { myGameManager = FindObjectOfType <MyGameManager>(); } }
void Alive() { transform.position = iniPos; MyGameManager.getInstance().vacio = false; MyGameManager.getInstance().Loselife(); muerto = false; //Invoke("Vivo", 0.05f); }
public override void OnEnable() { base.OnEnable(); if (instance == null) { instance = this; } }
void OnTriggerEnter(Collider collider) { if (collider.gameObject.tag == "Player") { MyGameManager.GetInstance().GetComponent <ScoreComponent>().StopScoring(false); LoadScoreboard(); } }
void Start() { gameManager = FindObjectOfType <MyGameManager>(); markersPool = FindObjectOfType <MarkersPool>(); replayController = FindObjectOfType <ReplayController>(); playerMovement = FindObjectOfType <PlayerMovement>(); playerMovement.OnPlayerJump += OnJump; }
// Start is called before the first frame update void Start() { MyGameManager.GetInstance().SetGameState(GameState.LEVEL); Debug.Log(MyGameManager.GetInstance().GetGameState()); MyGameManager.GetInstance().SpawnPlayer(); levelUI = GameObject.Find("InGameUI"); MyGameManager.GetInstance().GetComponent <ScoreComponent>().StopScoring(false); }
public override void Awake() { base.Awake(); isClear = false; curMapData = MyGameManager.Get().selectedMapData; ShowMapData(curMapData); }
public static MyGameManager Get() { if (_instance == null) { _instance = new MyGameManager(); } return(_instance); }
void FixedUpdate() { GameManager.GameState gameState = MyGameManager.GetComponent<GameManager>().CurrentGameState; if (gameState != GameManager.GameState.AIMING && gameState != GameManager.GameState.THROWING) { Velocity.Scale(new Vector3(0.98f, 0.98f)); transform.position += Velocity / 60; } }
// Start is called before the first frame update void Start() { if (myGameManager == null) { myGameManager = FindObjectOfType <MyGameManager>(); } FindRoadPath(); StartCoroutine(FollowPath()); }
void OnTriggerEnter(Collider hit) { Controller2 player = hit.GetComponent <Controller2> (); if (player != null) { MyGameManager.TogglePromptText(true); MyGameManager.ToggleNarrationText(true); } }
void Awake() { if (instance == null) { instance = this; } else { Destroy(this.gameObject); } }
void Alive2() { if (MyGameManager.getInstance().hits <= 1) { transform.position = iniPos; MyGameManager.getInstance().gelatina.color = Color.green; } MyGameManager.getInstance().Loselife(); muerto = false; //Invoke("Vivo", 0.05f); }
public void OnEndDrag(PointerEventData eventData) { itemBeingDragged = null; MyGameManager.Get().AddVertexMovedCount(); //if (_rectTrans.position.y > parentCanvas.pixelRect.yMin && _rectTrans.position.y < parentCanvas.pixelRect.yMax // && _rectTrans.position.x > parentCanvas.pixelRect.xMin && _rectTrans.position.x < parentCanvas.pixelRect.xMax) // return; //else // _rectTrans.position = startPosition; }
//Irrelevant for the Line of sight algorithm void Awake() { if (MyGameManager.itself != null) { Destroy(itself.gameObject); itself = this; } else { itself = this; } }
void MakeSingleton() { if (instance != null) { Destroy(gameObject); } else { instance = this; DontDestroyOnLoad(gameObject); } }
private void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); } else { instance = this; DontDestroyOnLoad(this.gameObject); } }
// Start is called before the first frame update void Start() { gameManager = MyGameManager.GetInstance(); m_Dropdown = GetComponent <Dropdown>(); m_Dropdown.onValueChanged.AddListener(delegate { DropdownValueChanged(m_Dropdown); }); gameManager.SetEnemyColor(m_Dropdown.value); }
// Update is called once per frame protected override void LateUpdate() { GameManager.GameState gameState = MyGameManager.GetComponent<GameManager>().CurrentGameState; // I hate C# // I know I'm doing this wrong // But I still hate C# if (gameState == GameManager.GameState.AIMING || gameState == GameManager.GameState.THROWING) { rockOffset = new Vector3(-0.7f, -0.05f); base.LateUpdate(); } }
// Update is called once per frame void Update() { if (paused) { return; } GameManager.GameState gameState = MyGameManager.GetComponent <GameManager>().CurrentGameState; if (gameState == GameManager.GameState.SWEEPING) { float maxSweepOffset = 0.4f; Vector3 offsetDelta = new Vector3(0f, 0.03f); if (Utils.GetKey_Up() && SweepOffset.y < maxSweepOffset) { SweepOffset += offsetDelta; } if (Utils.GetKey_Down() && SweepOffset.y > -maxSweepOffset) { SweepOffset -= offsetDelta; } if (Utils.GetKey_Confirm() || broomAnimate > 0) { if (broomAnimate == 0f) { if (Utils.GetKeyDown_Confirm()) { singleSweepSource.Play(); } else { multiSweepSource.Play(); } } broomAnimate += 0.6f; } if (broomAnimate >= 2 * Mathf.PI) { broomAnimate = 0; } Broom.transform.localPosition = baseBroomOffset + new Vector3(0f, Mathf.Sin(broomAnimate) * 0.15f); } else if (gameState == GameManager.GameState.WATCHING) { if (Broom.GetComponent <SpriteRenderer>().color.a > 0) { Broom.GetComponent <SpriteRenderer>().color -= new Color(0, 0, 0, 0.05f); } else if (GetComponent <SpriteRenderer>().color.a > 0) { GetComponent <SpriteRenderer>().color -= new Color(0, 0, 0, 0.05f); } } }
void OnTriggerEnter2D(Collider2D collider) { MyGameManager mgm = GameObject.Find("GameManager").GetComponent <MyGameManager>(); if (collider.gameObject.tag == "TargetCoin" || collider.gameObject.tag == "TargetSkull") { //Vector2 targetpos = collider.gameObject.transform.position; collider.gameObject.GetComponent <Rigidbody2D> ().AddForce(new Vector2(base.pullPower, 0f)); if (base.pullPower > 0.0f) { // dog side if (collider.gameObject.tag == "TargetCoin") { // dog action correct mgm.dogReward = 0.01f; } else { // dog action incorrect mgm.dogReward = -0.01f; } } else { // cat side if (collider.gameObject.tag == "TargetCoin") { // cat action correct mgm.catReward = 0.01f; } else { // cat action incorrect mgm.catReward = -0.01f; } } } else { /* * if (base.pullPower > 0.0f) * { * mgm.dogReward = -0.1f; * } * else * { * mgm.catReward = -0.1f; * } */ } //Destroy (gameObject); base.OnTriggerEnter2D(collider); }
private void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else if (Instance != this) { Destroy(gameObject); } }
public void Awake() { _instance = this; }
public void Initialize(MyGameManager _game, MyGameRoom _prevRoom = null, bool _finalRoom = false) { gameManager = _game; prevRoom = _prevRoom; roomPos = transform.position; baseRoom = transform; trigger = baseRoom.gameObject.AddComponent<RoomEntranceTrigger> (); //previous room cleanup roomInitialized = false; // Texture tex = gameManager.floorTexs[UnityEngine.Random.Range (0, gameManager.floorTexs.Length)]; for (int i = 0; i < groundRenderers.Length; i++) { groundRenderers[i].material.SetTexture ("_MainTex", MyGameManager.state.wallTex); } bool roofless = (MyGameManager.state.roomTypeData.ceilingType == RoomCeilingType.None || MyGameManager.state.roomTypeData.ceilingType == RoomCeilingType.Open); //generate floor if (MyGameManager.state.roomTypeData.floorType == RoomFloorType.Dome) { AttachObject (gameManager.floorDomePool.SpawnFromPool ()); } else if (MyGameManager.state.roomTypeData.floorType == RoomFloorType.Spike) { AttachObject (gameManager.floorSpikePool.SpawnFromPool ()); } //calculate doors - generate walkway and attached game rooms for each door int doorCountAdj = (prevRoom != null) ? 1 : 0; int doorCount = (_finalRoom) ? doorCountAdj : 1 + doorCountAdj; if (!roofless) { if (MyGameManager.state.roomTypeData.ceilingType == RoomCeilingType.Spike) { AttachObject (gameManager.ceilingSpikePool.SpawnFromPool (), true); } else if (MyGameManager.state.roomTypeData.ceilingType == RoomCeilingType.Dome) { AttachObject (gameManager.ceilingDomePool.SpawnFromPool (), true); } else { AttachObject (gameManager.ceilingClosedPool.SpawnFromPool (), true); } for (int i = 0; i < doorCount; i++) { doors.Add (_game.doorPool.SpawnFromPool (roomPos)); } //generate walls int wallCount = 5 - doorCount; for (int i = 0; i < wallCount; i++) { walls.Add (_game.wallPool.SpawnFromPool (roomPos)); } } //set wall and door orientations int wallIndex = 0; int doorIndex = 0; int rotation = 0; int targ = UnityEngine.Random.Range (2,4); for (int i = 0; i < 5; i++) { if (doorIndex < doorCount && (i == 0 || i == targ)) { //theres a door available and its an appropriate slot if (!_finalRoom && (i != 0 || prevRoom == null)) { nextRoomIndex.Add (i); } if (!roofless) { doors[doorIndex].parent = attachmentAnchor; doors[doorIndex].eulerAngles = new Vector3 (0, doors[doorIndex].parent.eulerAngles.y + rotation, 0); Renderer[] rend = doors[doorIndex].GetComponentsInChildren<Renderer> (); // if (rend != null) { for (int j = 0; j < rend.Length; j++) { rend[j].material.SetTexture ("_MainTex", MyGameManager.state.wallTex); } } doorIndex++; } else { if (!roofless) { walls[wallIndex].parent = attachmentAnchor; walls[wallIndex].eulerAngles = new Vector3 (0, walls[wallIndex].parent.eulerAngles.y + rotation, 0); Renderer[] rend = walls[wallIndex].GetComponentsInChildren<Renderer> (); // if (rend != null) { for (int j = 0; j < rend.Length; j++) { rend[j].material.SetTexture ("_MainTex", MyGameManager.state.wallTex); } } wallIndex++; } rotation += wallAngle; } if (prevRoom == null) { // Transform decal = gameManager.decalPool[UnityEngine.Random.Range (0, gameManager.decalPool.Count)].SpawnFromPool(); // decal.parent = attachmentAnchor; // decal.localPosition = new Vector3 (0, 2, 0); // AttachObject (gameManager.lightPool.SpawnFromPool()); AttachObject (gameManager.narrativePool.SpawnFromPool()); } else if (_finalRoom) { // Transform decal = gameManager.decalPool[UnityEngine.Random.Range (0, gameManager.decalPool.Count)].SpawnFromPool(); AttachObject (gameManager.portalPool.SpawnFromPool()); // decal.parent = attachmentAnchor; // decal.localPosition = new Vector3 (0, 2, 0); } else { if (roofless) { AttachObject (gameManager.torchPool.SpawnFromPool()); // Transform decal = gameManager.decalPool[UnityEngine.Random.Range (0, gameManager.decalPool.Count)].SpawnFromPool(); // decal.parent = attachmentAnchor; // decal.localPosition = new Vector3 (0, 2, 0); } else { AttachObject (gameManager.lightPool.SpawnFromPool()); } int roomType = UnityEngine.Random.Range (0, 5); if (roomType >= 4) { } else if (roomType >= 3) { } } if (roofless) { for (int j = 0; j < columnRenderers.Length; j++) { columnRenderers[j].gameObject.SetActive (false); } } else { //Column Customization for (int j = 0; j < columnRenderers.Length; j++) { columnRenderers[j].gameObject.SetActive (true); columnRenderers[j].material = MyGameManager.state.columnMat; } } // transform.name += gameManager.rooms.Count; if (prevRoom != null) { transform.transform.LookAt (prevRoom.transform, Vector3.up); Vector3 offset = new Vector3 (0, -18, 0); transform.eulerAngles = transform.transform.eulerAngles + offset; } InitializeConnections (); }