// Start is called before the first frame update void Start() { // Initialization of all UI Texts texts = new List <Text>() { text1, text2, text3, text4, text5, text6, text7, text8, text9, text10, text11, text12, text13, text14, text15, text16 }; operations = new List <Operation>(); // Inserting all tasks in array operations.Add(new Operation("1. Dismantle the ball valves")); operations.Add(new Operation("2. Remove the backlid")); operations.Add(new Operation("3. Remove the screws")); operations.Add(new Operation("4. Remove the dosing head")); operations.Add(new Operation("5. Move the diaphragm forward")); operations.Add(new Operation("6. Remove the diaphragm")); operations.Add(new Operation("7. Remove the drainer")); operations.Add(new Operation("8. Remove the worn out o-ring")); operations.Add(new Operation("9. Assemble the new o-ring")); operations.Add(new Operation("10. Attach the drainer")); operations.Add(new Operation("11. Attach the diaphragm")); operations.Add(new Operation("12. Move the diaphragm backwards")); operations.Add(new Operation("13. Mount the dosing head")); operations.Add(new Operation("14. Place and tighten the screws")); operations.Add(new Operation("15. Attach the backlid")); operations.Add(new Operation("16. Assemble the ball valves")); for (int i = 0; i < 16; i++) { texts[i].text = operations[i].getName(); } manager = FindObjectOfType <SceneLevelManager>(); setCurrentTask(manager.GetComponent <SceneLevelManager>().getCurrentSceneNumber()); focusOnTaskInStepList(manager.GetComponent <SceneLevelManager>().getCurrentSceneNumber()); }
private static void InitScene(Scene scene) { GameWindow.Log($"Initializing scene {scene.name}"); _scene = scene; _game = FindObjectOfType <GameBase>(); _levelSceneRef = FindObjectOfType <LevelSceneRefBase>(); // Check if valid Scene if (IsValidGameScene) { _staticConfig = ReflectionHelper.GetPropertyOrField(_game, "_Config") as ConfigBase; _staticLevelManager = ReflectionHelper.GetPropertyOrField(_game, "_SceneLevelManager") as SceneLevelManager; _gameEvents = ReflectionHelper.GetPropertyOrField(_game, "_GameEvents") as GameEvents; GameWindow.Log($"{scene.name} is valid Game scene."); } else if (_levelSceneRef) { GameWindow.Log($"{scene.name} Is valid Level scene."); } // Find Config and SceneLevelManager in project if not a valid game scene if (!IsValidGameScene) { _staticConfig = FindInProject.AssetByType <ConfigBase>(); _staticLevelManager = FindInProject.AssetByType <SceneLevelManager>(); } }
private void Awake() { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; enemies = true; // Enforce singleton if (instance == null) { // If instance does not exist set this as instance instance = this; } else if (instance != this) { // If instance exists and it is not this one, destroy this // to prevent duplicates Destroy(gameObject); } // Prevent this being destroyed DontDestroyOnLoad(gameObject); // Assign scripts for scene and room mgmt sceneScript = GetComponent <SceneLevelManager>(); roomScript = GetComponent <RoomManager>(); // Assign delegate stuff SceneManager.sceneLoaded += (scene, loadingMode) => { level = SceneManager.GetActiveScene().buildIndex; paused = false; InitGame(); }; }
// protected TMainSceneRefBase MainSceneRef => _MainSceneRef; #endregion #region Development #if UNITY_EDITOR private void OnValidate() { if (!_Config) { Debug.Log("Config is empty. Trying to find it in Assets."); _Config = FindAllObjects.InEditor <TConfig>().FirstOrDefault(); if (_Config) { Debug.Log($"Found a Config at {AssetDatabase.GetAssetPath(_Config)}"); } else { Debug.LogError("Can't find Config for game. Please create one."); } } if (!_SceneLevelManager) { Debug.Log("SceneLevelManager is empty. Trying to find it in Assets."); _SceneLevelManager = FindAllObjects.InEditor <SceneLevelManager>().FirstOrDefault(); if (_SceneLevelManager) { Debug.Log($"Found a SceneLevelManager at {AssetDatabase.GetAssetPath(_SceneLevelManager)}"); } else { Debug.LogError("Can't find SceneLevelManager for game. Create one."); } } }
// Start is called before the first frame update void Start() { manager = FindObjectOfType <SceneLevelManager>(); FindRelevantUITexts(); texts = new List <Text>() { text1, text2, text3, text4 }; sceneNumber = manager.GetComponent <SceneLevelManager>().getCurrentSceneNumber(); foreach (Text t in texts) { t.text = ""; } }
private void Awake() { manager = FindObjectOfType <SceneLevelManager>(); string[] lines = System.IO.File.ReadAllLines(@"Assets/Data/" + Environment.MachineName + ".csv"); var allString = new List <string>(); torqueScrewdriver = GameObject.Find("TorquePlaceholder"); needleTool = GameObject.Find("NeedleToolPlaceholder"); initialPosTorque = torqueScrewdriver.transform.position; initialPosNeedle = needleTool.transform.position; sessionID = float.Parse(sessionIDTextField.ToString()); //if (lines[0] != null && lines.Length > 1) //{ // // Access latest sessionID // string[] splitLines = Regex.Split(lines[lines.Length - 1], ";"); // sessionID = float.Parse(sessionIDTextField.ToString()); //} //else{ // sessionID = 1; //} //PlayerPrefs.SetInt("SessionID", PlayerPrefs.GetInt("SessionID") + 1); //sessionID = PlayerPrefs.GetInt("SessionID"); allTimes = new List <float>() { timeScene1, timeScene2, timeScene3, timeScene4, timeScene5, timeScene6, timeScene7, timeScene8, timeScene9, timeScene10, timeScene11, timeScene12, timeScene13, timeScene14, timeScene15, timeScene16 }; allAttemps = new List <float>() { attempsScene1, attempsScene2, attempsScene3, attempsScene4, attempsScene5, attempsScene6, attempsScene7, attempsScene8, attempsScene9, attempsScene10, attempsScene11, attempsScene12, attempsScene13, attempsScene14, attempsScene15, attempsScene16 }; if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
void Start() { vibrate = transform.Find("/Vibration").GetComponent <VibrateController>(); time = new Stopwatch(); manager = FindObjectOfType <SceneLevelManager>(); initRot = this.transform.rotation; trans = targetObject.transform; leftHandThumbTip = GameObject.Find("/CameraPlaceholder/LeftHand/LeftHandSkinnedMesh/hands:l_hand_world/hands:b_l_hand/hands:b_l_thumb1" + "/hands:b_l_thumb2/hands:b_l_thumb3/hands:b_l_thumb_ignore"); rightHandThumbTip = GameObject.Find("/CameraPlaceholder/RightHand/RightHandSkinnedMesh/hands:l_hand_world/hands:b_l_hand/hands:b_l_thumb1" + "/hands:b_l_thumb2/hands:b_l_thumb3/hands:b_l_thumb_ignore"); leftButtonObj = GameObject.Find("LeftButtonPos"); rightButtonObj = GameObject.Find("RightButtonPos"); diaphragmDestination = GameObject.Find("DiaphragmPosition"); diaphragm = GameObject.Find("/DetailedPump2/Diaphragm"); audioData = GetComponent <AudioSource>(); }
void Awake() { // Ensure Singleton pattern, GameManager should exist only once if (instance == null) { instance = this; } else if (instance != this) { Destroy(this.gameObject); } // Assign some vars sceneScript = GetComponent <SceneLevelManager> (); level = 0; // Prevent the GameManager from being destroyed when changing scenes DontDestroyOnLoad(gameObject); // Set the scene loading function // When changing scenes, we assign the level, unpause and initialise the game again SceneManager.sceneLoaded += (FindSceneObjectsOfType, loadingMode) => { level = SceneManager.GetActiveScene().buildIndex; isPaused = false; InitGame(); }; }
// Start is called before the first frame update void Start() { manager = FindObjectOfType <SceneLevelManager>(); }
private void Awake() { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; enemies = true; // Enforce singleton if (instance == null) { // If instance does not exist set this as instance instance = this; } else if (instance != this) { // If instance exists and it is not this one, destroy this // to prevent duplicates Destroy (gameObject); } // Prevent this being destroyed DontDestroyOnLoad(gameObject); // Assign scripts for scene and room mgmt sceneScript = GetComponent<SceneLevelManager>(); roomScript = GetComponent<RoomManager>(); // Assign delegate stuff SceneManager.sceneLoaded += (scene, loadingMode) => { level = SceneManager.GetActiveScene().buildIndex; paused = false; InitGame (); }; }