// 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; }
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); } }
private List<GameObject> allTargetables = new List<GameObject>(); //!< Master List of all available targets in scene void Awake() { _instance = null; player = target; }