private void Awake() { roomNavigation = GetComponent <RoomNavigation>(); interactableItems = GetComponent <interactableItems>(); interactionDescriptionsInRoom = new List <string>(); actionLog = new List <string>(); }
// Use this for initialization void Awake() { interactableItems = GetComponent <InteractableItems> (); roomNavigation = GetComponent <RoomNavigation>(); puzzleManager = GetComponent <PuzzleManager> (); soundEffects = GetComponents <AudioSource>(); }
void Awake() { interactableItems = GetComponent <InteractableItems>(); roomNavigation = GetComponent <RoomNavigation>(); _source = GetComponent <AudioSource>(); textTyper = FindObjectOfType <TextTyper>(); }
void Awake() { //GameObject.DontDestroyOnLoad(gameObject); /*When the game starts it populates the items and rooms*/ interactableItems = GetComponent <InteractableItems>(); roomNavigation = GetComponent <RoomNavigation>(); }
void Awake() { controller = GetComponent <GameController>(); roomNavigation = GetComponent <RoomNavigation>(); powerOn = false; teleporterOn = false; }
// Use this for initialization void Awake() { navigation = GetComponent <RoomNavigation> (); interactableItems = GetComponent <InteractableItems> (); map = FindObjectOfType <Map> (); displayText.color = baseColor; }
// Start is called before the first frame update void Awake() { interactableItems = GetComponent <InteractableItems>(); //get the RoomNavigation componenet roomNavigation = GetComponent <RoomNavigation>(); audioSource = GetComponent <AudioSource>(); }
// Use this for initialization void Awake() { roomNavigation = GetComponent <RoomNavigation>(); interactableItems = GetComponent <InteractableItems>(); saveLoadGame = GetComponent <SaveLoadGame>(); Cursor.lockState = CursorLockMode.Locked; Score = Moves = 0; }
public static void SetRoomNavigaton(RoomNavigation _ar) { if (_rn != null || _ar == null) { Debug.Log("RN assigned or geted to empty object"); return; } _rn = _ar; }
void Awake() { controller = GetComponent <GameController>(); roomNavigation = GetComponent <RoomNavigation>(); hackingTrack = FMODUnity.RuntimeManager.CreateInstance("event:/Music/Hacking_theme"); hackingTrack.getParameter("Hacking_progress", out hackingIntensity); hackingTrack.start(); hackingTrack.setVolume(0); }
//--------------------------------------------- void Awake() { interactableItems = GetComponent <InteractableItems> (); textInput = GetComponent <TextInput>(); actionResponse = GetComponent <ActionResponse>(); roomNavigation = GetComponent <RoomNavigation> (); spriteDisplay = Instantiate(renderer);//, new Vector3(0,0,0),Quaternion.identity); display = spriteDisplay.GetComponent <SpriteRenderer> (); //controlObject = GetInstanceID(); //Debug.Log(controlObject); }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } interactableItems = GetComponent <InteractableItems> (); roomNavigation = GetComponent <RoomNavigation> (); for (int i = 0; i < resetRemoveItemsAtStartOfGameToBeFalse.Count; i++) { resetRemoveItemsAtStartOfGameToBeFalse[i].removeItem = false; for (int j = 0; j < resetRemoveItemsAtStartOfGameToBeFalse[i].interactions.Length; j++) { resetRemoveItemsAtStartOfGameToBeFalse[i].interactions[j].currentTextResponse = resetRemoveItemsAtStartOfGameToBeFalse[i].interactions[j].originalTextResponse; } } for (int i = 0; i < resetRemoveItemsAtStartOfGameToBeTrue.Count; i++) { resetRemoveItemsAtStartOfGameToBeTrue[i].removeItem = true; for (int j = 0; j < resetRemoveItemsAtStartOfGameToBeTrue[i].interactions.Length; j++) { resetRemoveItemsAtStartOfGameToBeTrue[i].interactions[j].currentTextResponse = resetRemoveItemsAtStartOfGameToBeTrue[i].interactions[j].originalTextResponse; } } for (int i = 0; i < resetDefaultRoomDescriptions.Count; i++) { resetDefaultRoomDescriptions [i].description = resetDefaultRoomDescriptions [i].originalDescription; } }
void Awake() { //Get a bunch of components attached to this game object roomNavigation = GetComponent <RoomNavigation>(); interactableItems = GetComponent <InteractableItems>(); uiFader = GetComponent <UIFader>(); dialogueManager = GetComponent <DialogueManager>(); textAnimator = GetComponent <AnimatedDialogueText>(); canvas = GameObject.Find("Canvas").GetComponent <Canvas>(); canvasRekt = canvas.GetComponent <RectTransform>(); canvasWidth = canvas.GetComponent <RectTransform>().rect.width *canvas.GetComponent <RectTransform>().localScale.x; textInput = GetComponent <TextInput>(); tipBox = GameObject.Find("Tipbox"); tipBoxRectTransform = GameObject.Find("ToolTipText").GetComponent <RectTransform>(); //Set default display to currently being used (as opposed to hacking) currentDisplayText = defaultDisplayText; currentActionLog = textModeActionLog; //Clear the the displays of their default text defaultDisplayText.text = " "; hackingDisplayText.text = " "; }
private void Awake() { controller = GetComponent <GameController>(); _roomNavigation = GetComponent <RoomNavigation>(); InputField.onEndEdit.AddListener(AcceptStringInput); }
// Start is called before the first frame update void Awake() { roomNavigation = GetComponent <RoomNavigation>(); dungeonType = Random.Range(1, 10); rooms = Random.Range(4, 30); switch (dungeonType) { case 1: furnishings = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\furnishings\deathTrap.txt"); break; case 2: furnishings = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\furnishings\lair.txt"); break; case 3: furnishings = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\furnishings\maze.txt"); break; case 4: furnishings = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\furnishings\mine.txt"); break; case 5: furnishings = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\furnishings\planarGate.txt"); break; case 6: furnishings = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\furnishings\stronghold.txt"); break; case 7: furnishings = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\furnishings\templeShrine.txt"); break; case 8: furnishings = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\furnishings\tomb.txt"); break; case 9: furnishings = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\furnishings\treasureVault.txt"); break; case 10: furnishings = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\furnishings\general.txt"); break; } beyondDoor = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\beyondDoor.txt"); chambers = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\chambers.txt"); doors = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\doors.txt"); exitLocation = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\exitLocation.txt"); exitType = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\exitType.txt"); passages = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\passages.txt"); startingArea = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\startingArea.txt"); chamberState = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\chamberState.txt"); cEL = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\chamberExitsLarge.txt"); cES = System.IO.File.ReadAllLines(@"C:\Users\wilso\OneDrive\Documents\GitHub\g370p2\g370p3\Assets\TXTFiles\DungeonStuff\chamberExitsSmall.txt"); int[] chamberExitsLarge = new int[cEL.Length], chamberExitsSmall = new int[cES.Length]; for (int i = 0; i < cEL.Length; i++) { chamberExitsLarge[i] = System.Convert.ToInt32(cEL[i]); } for (int i = 0; i < cES.Length; i++) { chamberExitsSmall[i] = System.Convert.ToInt32(cES[i]); } CreateRooms(); }
// Use this for initialization void Awake() { interactableItems = GetComponent <InteractableItems>(); roomNavigation = GetComponent <RoomNavigation>(); player.GetComponent <Player>(); }
// Use this for initialization void Awake() { roomNavigation = GetComponent <RoomNavigation> (); }
private void Start() { _controller = GetComponent <TxtAdvController>(); _roomNav = GetComponent <RoomNavigation>(); }
public void Awake() { controller = GetComponent <GameController>(); roomNavigation = GetComponent <RoomNavigation>(); }
// Unity functions private void Awake() { // Reference to the room navigation roomNavigation = GetComponent <RoomNavigation>(); interactableItems = GetComponent <InteractableItems>(); }
// Start is called before the first frame update void Awake() { roomNavigation = GetComponent <RoomNavigation>(); textInput = GetComponent <TextInput>(); interactableItems = GetComponent <InteractableItems>(); registerObjects = GetComponent <RegisterObjects>(); registerRooms = GetComponent <RegisterRooms>(); map = GetComponent <MiniMap>(); debugClass = GetComponent <DebugMode>(); additionalNarrations = GetComponent <AdditionalNarrations>(); npcTalk = GetComponent <NPCTalk>(); npcInteraction = GetComponent <NPCInteraction>(); demoScript = GetComponent <DemoScript>(); achievements = GetComponent <Achievements>(); combat = GetComponent <Combat>(); teleType = GetComponent <TeleType>(); introScreen = GetComponent <IntroScreen>(); GameObject.Find("MainScrollRect").GetComponent <ScrollRect>().verticalNormalizedPosition = 0.5f; //enterToContinue = false; //escToContinue = false; //toResumeEscToContinue = false; //exitPopUp = false; debugMode = false; secondQuestActive = false; currentActiveInput = "main"; ego.equippedWeapon = null; ego.equippedArmor = null; ego.equippedShield = null; ego.chosenAction = ""; ego.allStats[0].value = 100; ego.allStats[1].value = 100; ego.allStats[2].value = 100; ego.allStats[3].value = 0; ego.allStats[4].value = 1; ego.allStats[5].value = 0; ego.allStats[6].value = 4; ego.allStats[7].value = 0; ego.allStats[8].value = 1.5f; ego.allStats[9].value = 0; ego.allStats[10].value = 0; for (int i = 0; i < ego.allStats.Length; i++) { ego.allStats[i].effectValue = 0; } ego.activeEffects.Clear(); ego.defeatedBadGuys.Clear(); ego.blueCrystals = 0; ego.bankedCrystals = 0; ego.fightClubRank = 0; ego.fleeLocation = ""; ego.conversation = 0; ego.currentInit = 0; ego.displayAction = ""; ego.chosenAction = ""; ego.chosenItem = null; ego.chosenItem2 = null; ego.chosenTarget = null; ego.potionBelt.Clear(); //enterToContinueDialogue = false; //timeDelay = 1; sentences = new Queue <string>(); pauses = new Queue <int>(); //ego = Instantiate(ego); }
List <string> actionLog = new List <string>(); // creates action log string void Awake() { interactableItems = GetComponent <InteractableItems>(); // fetches InteractableItems script roomNavigation = GetComponent <RoomNavigation>(); // fetches RoomNavigation script }
List <string> actionLog = new List <string>(); // creates action log string void Awake() { interactableItems = GetComponent <InteractableItems>(); roomNavigation = GetComponent <RoomNavigation>(); // gets RoomNavigation script }
// Use this for initialization void Awake() { roomNavigation = GetComponent <RoomNavigation> (); interactableItems = GetComponent <InteractableItems> (); }
// Use this for initialization void Awake() { roomNavigation = GetComponent <RoomNavigation>(); connectioner = GetComponent <DBConnectioner>(); connectioner.ConnectToDB(); }