// Use this for initialization void Start() { instance = this; // TODO: UI scaling with multiple objectives foreach (ObjectiveBase objective in objectives) { ObjectiveStatus status = Instantiate(objective.objectiveStatusPrefab, objectivesZone.transform); status.Setup(objective); objectiveStatuses.Add(status); } }
void Start() { m_Player = GameObject.Find("Player"); m_victoryZoomPosition = GameObject.Find("VictoryCameraPosition"); levelFade = GameObject.Find("Fade_Image").GetComponent <LevelFade>(); victoryManager = GameObject.Find("VictoryTrigger").GetComponent <VictoryManager>(); m_zoomfactor = m_zoomMax; m_CameraTransform = transform; m_Camera = Camera.main; m_PlayerMashes = m_Player.GetComponentsInChildren <MeshRenderer>(); ApplySettings(); }
private void Start() { victoryManager = FindObjectOfType <VictoryManager>(); for (int i = 0; i < playerNames.Count; i++) { playerNames[i].enabled = false; playerScores[i].enabled = false; panels[i].enabled = false; } PlaceInPodium(); }
private void Setup() { _diceManager = new DiceManager(this); _spawnPointManager = new SpawnPointManager(this); _playerManager = new PlayerManager(this); _cardManager = new CardManager(this); _movementManager = new MovementManager(this, _playerManager); _victoryManager = new VictoryManager(this, _playerManager, 8, 10, 17, 18); _playerManager.SetNumberOfPlayers(5); _cardManager.LoadCards("MainMap.json"); ChangePhase(nameof(GamePhase.GAME_START)); }
/// <summary> /// When an explosion touch the player /// </summary> public void TouchByExplosion() { if (isAlive) { this.isAlive = false; //TODO : Play Death Animation //Play player death sound: SoundManager.instance.RandomizeSfx(sound_player_death); Debug.Log(this.gameObject.name + " has been DELETED"); Destroy(this.gameObject); //Inform the Application Controller that the player died: GameObject appController = GameObject.Find("AppController"); VictoryManager victoryManager = appController.GetComponent <VictoryManager>(); victoryManager.playerDied(); } }
public override void Begin(params object[] parameters) { if (TutorialManager.IsActivated) { ITutorialService service = TutorialManager.GetService(); if (service != null && !service.GetValue <bool>(TutorialManager.EnableVictoryKey, true)) { base.GameServer.PostStateChange(typeof(GameServerState_Turn_AI), new object[0]); return; } } base.Begin(parameters); if (Amplitude.Unity.Framework.Application.Version.Accessibility <= Accessibility.Internal) { Diagnostics.Log("GameServerState_Turn_CheckForGameEndingConditions."); } IVictoryManagementService service2 = base.GameServer.Game.Services.GetService <IVictoryManagementService>(); if (service2 != null) { this.TurnToCheckTheGameEndingConditionsFor = base.GameServer.Game.Turn - 1; bool flag = false; VictoryManager victoryManager = service2 as VictoryManager; if (victoryManager != null) { victoryManager.OnBeginTurn(); } this.CheckForVictoryConditions(service2, out flag); if (flag) { base.GameServer.PostStateChange(typeof(GameServerState_Turn_DealWithGameEndingConditions), new object[0]); return; } } base.GameServer.PostStateChange(typeof(GameServerState_Turn_AI), new object[0]); }
public DeathsPhase(IMatch match, uint duration = 10) : base(match, "Deaths", duration, actionable: false) { VictoryManager = new VictoryManager(Match); }
void Start() { victoryManager = FindObjectOfType <VictoryManager>(); }
public void setVictoryManager(VictoryManager victoryManager) { this.victoryManager = victoryManager; }