/// <summary> /// Returns the moving light back to pool, so it can be used again /// </summary> /// <param name="parent"> parent of the light</param> public void BackToPool(KanteleHeroPanel parent) { _speed = 0; _parent = null; _currentWaypointIndex = 0; Waypoints = null; _startPos = transform.position; startTime = 0; _waypointSpeed = 0; parent.ReturnLightToPool(this); }
/// <summary> /// Initializes the moving light on the panel /// </summary> /// <param name="waypoints"> Waypoints that the light moves along</param> /// <param name="parent"> the panel that initializes the light</param> public void Init(GameObject[] waypoints, KanteleHeroPanel parent, float speed, LightSide side, int noteNumber) { _speed = speed; _parent = parent; _currentWaypointIndex = 1; _noteNumber = noteNumber; Waypoints = waypoints; transform.position = waypoints[0].transform.position; _startPos = transform.position; startTime = 0; _side = side; _waypointSpeed = Vector3.Distance(transform.position, Waypoints[_currentWaypointIndex].transform.position); }
private void Start() { _eventSystem = FindObjectOfType <EventSystem>(); _stateManager = FindObjectOfType <StateManager>(); _confirmation = GetComponentInChildren <ConfirmationDialog>(); _highscoreList = GameManager.Instance.HighscoreList; _cursor = FindObjectOfType <MouseCursorController>(); _heatMap = FindObjectOfType <HeatMap>(); _kantelePanel = FindObjectOfType <KanteleHeroPanel>(); _collSpawner = FindObjectOfType <CollectableSpawner>(); // Allows the cursor to select the current menu's // default selected button when it is hidden _cursor.SelectMenuButtonAction = SelectDefaultSelectedMenuButton; // Hides the scoreboard by default _highscoreList.Visible = false; // Registers to listen to the GameOver event. // When the GameOver event is triggered, the first // button in the game over menu is highlighted _stateManager.GameOver += HighlightGameOverMenuButton; //// Registers to listen to the PauseMenuActivated event. //// Makes the scoreboard visible and doesn't allow //// hiding it in the pause menu //_stateManager.PauseMenuActivated += PauseMenuEntered; //// Registers to listen to the PauseMenuDeactivated event. //// Changes the scoreboard's visibility to what it //// was before accessing the pause menu //_stateManager.PauseMenuDeactivated += PauseMenuExited; // Registers to listen to the ScreenStateChanged event. _stateManager.ScreenStateChanged += OnScreenStateChanged; OnScreenStateChanged(ScreenStateType.MainMenu); L10n.LanguageLoaded += OnLanguageLoaded; OnLanguageLoaded(); #if UNITY_EDITOR _debugEnabled = true; #else _debugEnabled = false; #endif }
public void Init(KanteleHeroPanel parent) { _parent = parent; }