// Use this for initialization
    void Start()
    {
        charCont       = this.GetComponent <CharacterController>();
        cam            = PoPCamera.instance;
        _moveState     = CharacterState.Idle;
        _stateModifier = CharacterState.Normal;

        // Set CharacterController Defaults
        charCont.slopeLimit = 30f;
    }
Esempio n. 2
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    private List <GameObject> allTargetables  = new List <GameObject>(); //!< Master List of all available targets in scene

    void Awake()
    {
        _instance = null;
        player    = target;
    }
    static void setup()
    {
        GameObject go;
        // managers
        GameObject objManager    = GameObject.Find("_ObjectManager");
        GameObject masterManager = GameObject.Find("_MasterSceneManager");
        GameObject inputManager  = GameObject.Find("_InputManager");
        GameObject audioManager  = GameObject.Find("_AudioManager");
        GameObject hudManager    = GameObject.Find("_HUDManager");
        // player
        GameObject player          = GameObject.Find("_Player");
        GameObject camera          = GameObject.Find("_Main Camera");
        GameObject abilitydockanim = GameObject.Find("AbilityDock");
        // UI
        GameObject ui = GameObject.Find("UI");

        if (objManager == null)
        {
            go = new GameObject();
            go.AddComponent <ObjectManager>();
            go.name    = "_ObjectManager";
            objManager = GameObject.Find("_ObjectManager");
            ObjectManager.AddSavedObject(go.transform);
        }

        if (masterManager == null)
        {
            go = new GameObject();
            go.AddComponent <MasterSceneManager>();
            go.name       = "_MasterSceneManager";
            masterManager = GameObject.Find("_MasterSceneManager");
            MasterSceneManager manager = masterManager.GetComponent <MasterSceneManager>();
            ObjectManager.AddSavedObject(go.transform);
            manager.InitScenesDictionary();
        }

        if (inputManager == null)
        {
            go = new GameObject();
            go.AddComponent <InputManager>();
            go.name      = "_InputManager";
            inputManager = GameObject.Find("_InputManager");
            ObjectManager.AddSavedObject(go.transform);
        }

        if (audioManager == null)
        {
            go = new GameObject();
            go.AddComponent <AudioManager>();
            go.name      = "_AudioManager";
            audioManager = GameObject.Find("_AudioManager");
            ObjectManager.AddSavedObject(go.transform);
        }

        if (ui == null)
        {
            Object prefab = AssetDatabase.LoadAssetAtPath("Assets/Prefabs/UI/UI.prefab", typeof(GameObject));
            go      = Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject;
            go.name = "UI";
            ui      = go;
        }

        if (hudManager == null)
        {
            go = new GameObject();
            GameHUD         gameHud         = go.AddComponent <GameHUD>();
            PauseMenu       pauseMenu       = go.AddComponent <PauseMenu>();
            DialogueManager dialogueManager = go.AddComponent <DialogueManager>();
            gameHud.accessManager = pauseMenu;
            pauseMenu.GHud        = gameHud;
            go.name    = "_HUDManager";
            hudManager = GameObject.Find("_HUDManager");
            ObjectManager.AddSavedObject(go.transform);
            GameHUD hud = go.GetComponent <GameHUD>();
            hud.pauseMenu = GameObject.Find("pauseMenu");
        }



        abilitydockanim = GameObject.Find("AbilityDock");
        if (abilitydockanim == null)
        {
            Object prefab = AssetDatabase.LoadAssetAtPath("Assets/Prefabs/UI/AbilityDock.prefab", typeof(GameObject));
            go                  = Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject;
            go.name             = "AbilityDock";
            abilitydockanim     = go;
            go.transform.parent = ui.transform;
        }

        if (player == null)
        {
            Object prefab = AssetDatabase.LoadAssetAtPath("Assets/Prefabs/_Player.prefab", typeof(GameObject));
            go       = Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject;
            go.name  = "_Player";
            player   = go;
            go.layer = LayerMask.NameToLayer("Player");
            Quinc quinc = go.GetComponent <Quinc>();
            quinc.abilitySelector = abilitydockanim.GetComponent <AbilityDockController>();
            ObjectManager.AddSavedObject(go.transform);
        }

        if (camera == null)
        {
            go = new GameObject();
            GameObject old = GameObject.Find("Main Camera");
            DestroyImmediate(old);
            go.AddComponent <Camera>();
            go.AddComponent <PoPCamera>();
            PoPCamera popc = go.GetComponent <PoPCamera>();
            popc.target = player.transform;
            go.name     = "_Main Camera";
            go.tag      = "MainCamera";
            camera      = GameObject.Find("_Main Camera");
            Transform cameraTarget = GameObject.Find("CameraTarget").transform;
            if (cameraTarget != null)
            {
                popc.target = cameraTarget;
            }

            //Object icon_pull = AssetDatabase.LoadAssetAtPath("Assets/Prefabs/UI/HUDIcons/abilityButtonPull.prefab", typeof(GameObject));
            //Object icon_push = AssetDatabase.LoadAssetAtPath("Assets/Prefabs/UI/HUDIcons/abilityButtonPush.prefab", typeof(GameObject));
            //Object icon_shock = AssetDatabase.LoadAssetAtPath("Assets/Prefabs/UI/HUDIcons/abilityButtonShock.prefab", typeof(GameObject));

            //hud.hudAbilityIcons.Add(Instantiate(icon_pull, Vector3.zero, Quaternion.identity) as GameObject);
            //hud.hudAbilityIcons.Add(Instantiate(icon_push, Vector3.zero, Quaternion.identity) as GameObject);
            //hud.hudAbilityIcons.Add(Instantiate(icon_shock, Vector3.zero, Quaternion.identity) as GameObject);
            ObjectManager.AddSavedObject(go.transform);
        }
    }
Esempio n. 4
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	private List<GameObject> allTargetables = new List<GameObject>();	//!< Master List of all available targets in scene

	void Awake()
	{
        _instance = null;
        player = target;
	}