Esempio n. 1
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 void Start()
 {
     dead       = false;
     turnScript = GameObject.Find("Manager").GetComponent <turnManager>();
     InvokeRepeating("GiveMino", 2f, Random.Range(2, 6));
     Invoke("Go", 1f);
 }
Esempio n. 2
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 // Use this for initialization
 void Start()
 {
     cam             = GameObject.FindObjectOfType <Camera>();
     body2D          = GetComponent <Rigidbody2D>();
     renderer2D      = GetComponent <SpriteRenderer>();
     GameController  = GameObject.FindGameObjectWithTag("GameController");
     referenceScript = GameController.GetComponent <turnManager>();
 }
Esempio n. 3
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 // Use this for initialization
 void Start()
 {
     //get script turnManager
     turnManager_Script = turnManager_GameObject.GetComponent <turnManager>();
     //get script heroController
     heroController_Script = heroController_GameObject.GetComponent <heroController>();
     _isFreeze             = false;
 }
Esempio n. 4
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    void Start()
    {
        // This part is necessary for any spawned prefab
        // This will change to "gameController(Clone)" if we decide to instantiate the gameController
        GameObject gameController = GameObject.Find ("gameController");
        iManager = gameController.GetComponent<inputManager> ();
        tManager = gameController.GetComponent<turnManager> ();
        SS = gameController.GetComponent<functionManager> ();
        dataBase = gameController.GetComponent<statsManager> ();

        myPlayer = this.gameObject;
        time=-1;
        turn=0;
        //actStack = new LinkedList<action>();
    }
Esempio n. 5
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    void Start()
    {
        ///need to have a fade in black out
        ///
        ///
        ///
        turnScript             = GameObject.Find("Manager").GetComponent <turnManager>();
        cellSize               = GameObject.Find("MazeGen").GetComponent <makemaze>().cubesize;
        turnScript.OnMinoTurn += NewTurn;

        allDirections[0] = transform.forward;
        allDirections[1] = transform.right;
        allDirections[2] = -transform.forward;
        allDirections[3] = -transform.right;
    }
Esempio n. 6
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	void Start(){
		///need to have a fade in black out
		/// 
		/// 
		/// 
		turnScript = GameObject.Find("Manager").GetComponent<turnManager>();
		cellSize = GameObject.Find("MazeGen").GetComponent<makemaze>().cubesize;
		turnScript.OnMinoTurn += NewTurn;

		allDirections[0] = transform.forward;
		allDirections[1] = transform.right;
		allDirections[2] = -transform.forward;
		allDirections[3] = -transform.right;

	
	}
Esempio n. 7
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    // Use this for initialization
    void Start()
    {
        //use variable in turnManagerScript
        turnManager_Script   = turnManager_GameObject.GetComponent <turnManager>();
        buttonManager_script = buttonManager_obj.GetComponent <Dynamicbtn>();
        //set type of each level
        if (turnManager_Script.typeHeroSkill == 1) // normal mode
        {
            freezeButton.gameObject.SetActive(false);
            starImage.gameObject.SetActive(false);
            //print("typeHeroSkill 1");
        }
        if (turnManager_Script.typeHeroSkill == 3) // star mode
        {
            freezeButton.gameObject.SetActive(false);
            _textStarBack.text = "  /" + turnManager_Script.countStarWin;
        }
        if (turnManager_Script.typeHeroSkill == 2) // freeze mode
        {
            starImage.gameObject.SetActive(false);
        }

        endGameImageWin.gameObject.SetActive(false);
        endGameImageLose.gameObject.SetActive(false);
        restartGame.gameObject.SetActive(false);

        _winPointX = turnManager_Script.winPoint.x;
        _winPointZ = turnManager_Script.winPoint.z;
        _isEndGame = turnManager_Script.isEndGame;

        _textAP.text = " " + turnManager_Script.actionPoint;

        turnManager_Script.enviTurn = 0;
        _countStar      = 0;
        _useFreeze      = 0;
        _isChangeState  = false;
        _isclick        = false;
        _targetPosition = transform.position;
    }
    void Start()
    {
        photonView = GetComponent<PhotonView> ();

        // This part is necessary for any spawned prefab
        // This will change to "gameController(Clone)" if we decide to instantiate the gameController
        GameObject gameController = GameObject.Find ("gameController");
        iManager = gameController.GetComponent<inputManager> ();
        tManager = gameController.GetComponent<turnManager> ();
        SS = gameController.GetComponent<functionManager> ();
        //dataBase = gameController.GetComponent<statsManager> ();

        // Photon stuff
        PhotonNetwork.logLevel = PhotonLogLevel.Full;
        PhotonNetwork.ConnectUsingSettings ("0.2");
        StartCoroutine ("UpdateConnectionString");
        PhotonNetwork.autoJoinLobby = true;
    }
    void initPlayer()
    {
        // This part is necessary for any spawned prefab
        // This will change to "gameController(Clone)" if we decide to instantiate the gameController
        GameObject gameController = GameObject.Find ("gameController");
        iManager = gameController.GetComponent<inputManager> ();
        tManager = gameController.GetComponent<turnManager> ();
        SS = gameController.GetComponent<functionManager> ();
        database = GameObject.Find ("stats").GetComponent<statsManager> ();

        myPlayer = this.gameObject;

        energy = database.playerStartEnergy;
        exp.Add("momentum",0);
        exp.Add("explosive",0);
        exp.Add("particle",0);
        exp.Add("field",0);

        hasTech.Add("momentum",true);
        hasTech.Add("explosive",true);
        hasTech.Add("particle",false);
        hasTech.Add("field",false);

        techPanel.Add("momentum",GameObject.Find("momentumPanel"));
        techPanel.Add("explosive",GameObject.Find("explosivePanel"));
        techPanel.Add("particle",GameObject.Find("particlePanel"));
        techPanel.Add("field",GameObject.Find("fieldPanel"));

        time = -1;
        turn = 0;
        waitCount = 0;
        // This is not a permanent solution
        // But it sure ensure that all movements (espeacially ones involving collisions)
        // are done in a stepTime
        speed = 3 / database.stepTime;
        // Temp

        photonView = PhotonView.Get (this);

        // You have to add it as a component for the Update and Start methods to run
        // Pretty disturbing if you think about it...
        // All players start with blaster
        //print ("typeof:" + currWeapon.GetType().ToString ());
        //distinguishes which player is to be controlled
        if (photonView.isMine) {
            iManager.setMyPlayer (this);
            playerIndex = 0;
            playerMenu = GameObject.Find("currentWeaponMenu").GetComponent<playerWpnMenu>();
            playerMenu.setMyPlayer(this);
            // Add blaster as starting weapon
            addWeapon (0);
            setWeapon (0);
            GameObject.Find ("player1Energy").GetComponent<Text> ().text = PhotonNetwork.player.name + ": " +
                                this.energy.ToString ();
            GameObject.Find("Main Camera").GetComponent<cameraMovement>().setPlayer(this.gameObject);
        } else {
            playerIndex = 1;
            // The other player gets a different database for its set of weapons (they are different instances)
            database = Instantiate(database);
            playerMenu = GameObject.Find("oppoentWeaponMenu").GetComponent<playerWpnMenu>();
            playerMenu.setMyPlayer(this);
            GameObject.Find ("player2Energy").GetComponent<Text>().text = PhotonNetwork.otherPlayers[0].name + ": " +
                                this.energy.ToString();
        }
    }
Esempio n. 10
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 // Use this for initialization
 void Start()
 {
     turnManager_Script = turnManager_GameObject.GetComponent <turnManager>();
     //heroController_Script = heroController_GameObject.GetComponent<heroController>();
 }
    void Start()
    {
        // This part is necessary for any spawned prefab
        // This will change to "gameController(Clone)" if we decide to instantiate the gameController
        tManager = GetComponent<turnManager> ();
        SS = GetComponent<functionManager> ();
        database = GameObject.Find ("stats").GetComponent<statsManager> ();

        targetLine = GetComponent <LineRenderer> ();
        myPlayerIsSet = false;

        // Only temporary
        commandable = false;
        buildButton.SetActive (false);
        maxSteps = database.maxSteps;
        // Only temporary
    }
Esempio n. 12
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	void Start(){
		dead = false;
		turnScript = GameObject.Find("Manager").GetComponent<turnManager>();
		InvokeRepeating ("GiveMino", 2f, Random.Range (2, 6));
		Invoke ("Go", 1f);
	}