private void Start() { mainCam_ = Camera.main; transform_ = transform; player_ = GetComponent <PlayableCharacterScript>(); SceneGlobals.NullCheck(player_); map_ = SceneGlobals.Instance.MapScript; TrackedPath.Rewind(); }
void Start() { // if (mainCanvas == null) { // mainCanvas = GameObject.FindGameObjectWithTag("Canvas"); // } string loadingLocation = SceneGlobals.getLodingLocation(); if (loadingLocation == "f1_startElevator1" || loadingLocation == "f2_startElevator1" || loadingLocation == "f3_startElevator1" || SceneGlobals.getLodingLocation() == null) { openElevator(); } }
public void AdjustSFxVolume(Single volume) { SFxVolume = volume; PlayerPrefs.SetFloat(PlayerPrefsNames.SfxVolume, SFxVolume); SceneGlobals globals = SceneGlobals.Instance; globals.AudioManager.StopMusic(); globals.AudioManager.StopAmbience(); StartCoroutine(globals.AudioManager.SetAudioProfile(AudioManager.eScene.InMenuSetSfxVolume)); isMusicPlaying = false; isAmbientSoundPlaying = false; globals.AudioManager.PlaySfxClip(globals.AudioManager.AudioClips.ShotgunShot, 1); }
public void AdjustAmbientVolume(Single volume) { AmbientVolume = volume; PlayerPrefs.SetFloat(PlayerPrefsNames.AmbientVolume, AmbientVolume); SceneGlobals globals = SceneGlobals.Instance; globals.AudioManager.StopMusic(); StartCoroutine(globals.AudioManager.SetAudioProfile(AudioManager.eScene.InMenuSetAmbientVolume)); isMusicPlaying = false; if (!isAmbientSoundPlaying) { isAmbientSoundPlaying = true; globals.AudioManager.PlayAmbience(globals.AudioManager.AudioClips.Campfire, true); } }
public void AdjustMusicVolume(Single volume) { MusicVolume = volume; PlayerPrefs.SetFloat(PlayerPrefsNames.MaxMusicVolume, MusicVolume); SceneGlobals globals = SceneGlobals.Instance; StartCoroutine(globals.AudioManager.SetAudioProfile(AudioManager.eScene.InMenuSetMusicVolume)); if (!isMusicPlaying) { isMusicPlaying = true; globals.AudioManager.PlayMusic(globals.AudioManager.AudioClips.IntroMusic); } globals.AudioManager.StopAmbience(); isAmbientSoundPlaying = false; }
void Start() { startposition = SceneGlobals.getLodingLocation(); if (startposition != null) { if (tag == "VRPlayer") { if (startposition == "f1_startStairf2") { GameObject startEmpty = GameObject.Find(startposition); Vector3 startpos = startEmpty.transform.position; gameObject.transform.position = new Vector3(startpos.x, 5.888391f, startpos.z); gameObject.transform.rotation = startEmpty.transform.rotation; } else if (startposition == "f1_startStairf3") { GameObject startEmpty = GameObject.Find(startposition); Vector3 startpos = startEmpty.transform.position; gameObject.transform.position = new Vector3(startpos.x, 12.77867f, startpos.z); gameObject.transform.rotation = startEmpty.transform.rotation; } else { Debug.Log("StartPosition " + startposition); GameObject startEmpty = GameObject.Find(startposition); Vector3 startpos = startEmpty.transform.position; // gameObject.transform.position = new Vector3 (startpos.x, startpos.y + yOffset, startpos.z); gameObject.transform.position = new Vector3(startpos.x, gameObject.transform.position.y, startpos.z); // gameObject.transform.position = startEmpty.transform.position; gameObject.transform.rotation = startEmpty.transform.rotation; } } else if (tag == "Player") { GameObject startEmpty = GameObject.Find(startposition); Vector3 startpos = startEmpty.transform.position; // gameObject.transform.position = new Vector3 (startpos.x, startpos.y + yOffset, startpos.z); //gameObject.transform.position = new Vector3 (startpos.x, gameObject.transform.position.y, startpos.z); gameObject.transform.position = startEmpty.transform.position; gameObject.transform.rotation = startEmpty.transform.rotation; } } }
public bool SetCharacterToHumanControlled(string characterTag, bool showChangeEffect = false) { var toBeControlled = GameObject.FindWithTag(characterTag)?.GetComponent <PlayableCharacterScript>(); SceneGlobals.NullCheck(toBeControlled, "toBeControlled"); var alreadyControlled = playerInScene_; bool noChange = alreadyControlled?.tag == toBeControlled.tag; if (noChange) { return(false); } alreadyControlled?.SetIsHumanControlled(false); toBeControlled.SetIsHumanControlled(true, constraints: RigidbodyConstraints2D.FreezeRotation, showChangeEffect); playerInScene_ = toBeControlled; return(true); }
private void NotLoadingRelated() { // What we can do right away SceneGlobals.Refresh(); SceneGlobals.main_canvas = GameObject.Find("MainCanvas").GetComponent <Canvas>(); SceneGlobals.map_canvas = GameObject.Find("MapCanvas").GetComponent <Canvas>(); SceneGlobals.permanent_canvas = GameObject.Find("PermanentCanvas").GetComponent <Canvas>(); SceneGlobals.map_drawer = Loader.EnsureComponent <MapDrawer>(gameObject); SceneGlobals.general = this; uiscript = Loader.EnsureComponent <GUIScript>(gameObject); map_core = Loader.EnsureComponent <MapCore>(gameObject); SceneGlobals.console = console = SceneGlobals.permanent_canvas.GetComponentInChildren <ConsoleBehaviour>(); console.Start_(); console.ConsolePos = ConsolePosition.lower; // Configure the cameras ship_camera = GameObject.Find("ShipCamera").GetComponent <Camera>(); if (ship_camera == null) { Debug.LogError("NO ShipCamera"); } ship_camera.farClipPlane = 1e9f; Loader.EnsureComponent <CameraMovement>(ship_camera.gameObject); map_camera = GameObject.Find("MapCamera").GetComponent <Camera>(); SceneGlobals.ship_camera = ship_camera; SceneGlobals.map_camera = map_camera; // Initialize the audio source GameObject audiosource_object = new GameObject("Audio Source"); audiosource_object.transform.SetParent(ship_camera.transform); Globals.audio = Loader.EnsureComponent <AudioManager>(audiosource_object); // Get the map view manager map_core.Start_(); SceneGlobals.map_core = map_core; SceneGlobals.ui_script = uiscript; }
void Awake() { MapLayer = LayerMask.NameToLayer("Map"); PlayerLayer = LayerMask.NameToLayer("Player"); PlayerDamageLayer = LayerMask.NameToLayer("PlayerDamage"); PlayerInteractionLayer = LayerMask.NameToLayer("PlayerInteraction"); EnemyLayer = LayerMask.NameToLayer("Enemy"); EnemyNoWallsLayer = LayerMask.NameToLayer("EnemyNoWalls"); EnemyDamageLayer = LayerMask.NameToLayer("EnemyDamage"); DeadEnemyLayer = LayerMask.NameToLayer("DeadEnemy"); EnemyDeadOrAliveMask = (1 << EnemyLayer) + (1 << EnemyNoWallsLayer) + (1 << DeadEnemyLayer); EnemyAliveMask = (1 << EnemyLayer) + (1 << EnemyNoWallsLayer); CameraPositioner = FindObjectOfType <CameraPositioner>(); CameraShake = FindObjectOfType <CameraShake>(); AudioManager = FindObjectOfType <AudioManager>(); MapScript = FindObjectOfType <MapScript>(); MapAccess = (IMapAccess)MapScript; ParticleScript = FindObjectOfType <ParticleScript>(); DebugLinesScript = FindObjectOfType <DebugLinesScript>(); LightingImageEffect = FindObjectOfType <LightingImageEffect>(); LightingCamera = FindObjectOfType <LightingCamera>(); MapCamera = FindObjectOfType <MiniMapCamera>(); PlayableCharacters = FindObjectOfType <PlayableCharacters>(); GraveStoneManager = FindObjectOfType <GraveStoneManager>(); NullCheck(MapLayer); NullCheck(PlayerLayer); NullCheck(PlayerDamageLayer); NullCheck(PlayerInteractionLayer); NullCheck(EnemyLayer); NullCheck(EnemyDamageLayer); NullCheck(DeadEnemyLayer); Instance = this; }
void OnDestroy() { Instance = null; }
// private void HandHoverUpdate (Hand hand) // { // if (hand.GetStandardInteractionButtonDown ()) { // loadNextLevel (); // } // } void loadNextLevel() { SceneGlobals.setLoadingLocation(startEmptyName); //SceneGlobals.updatePlayerTransform (); Application.LoadLevel(selectedLevel); }
void PrepareNewScene() { SceneGlobals.setLoadingLocation(startEmptyName); sceneFader.GetComponent <SceneFade>().setLevel(floorIndexToLoad); sceneFader.GetComponent <SceneFade>().EndScene(); }