// Author: Kyle Weekley, Ben Stern /// <summary> /// Called before Start to handle singleton setup /// </summary> private void Awake() { if (_instance != null && _instance != this) { Destroy(gameObject); return; } _instance = this; DontDestroyOnLoad(gameObject); //because cafeteria manager is not destroyed when new scenes are loaded we need to reget certain elements when entering a new scene SceneManager.sceneLoaded += OnSceneLoaded; OnSceneLoaded(SceneManager.GetActiveScene(), LoadSceneMode.Single); }
/// <summary> /// Author: John Vance /// Purpose: Changes where the selected object code runs /// </summary> /// <param name="scene"></param> /// <param name="mode"></param> void OnSceneLoaded(Scene scene, LoadSceneMode mode) { if (scene.name == "Kitchen" || scene.name == "130_Kitchen") { kitchenManager = GameObject.Find("Game Manager").GetComponent <KitchenManager>(); } if (scene.name == "Cafeteria" || scene.name == "130_Cafeteria") { cafeteriaManager = GameObject.Find("CafeteriaManager").GetComponent <CafeteriaManager>(); } if (GameObject.Find("Selection Sprite")) { selectionIcon = GameObject.Find("Selection Sprite").GetComponent <Image>(); } }
// Author: Trenton Plager, Kyle Weekley /// <summary> /// Purpose: Updates the cookbook display to the current recipe index (which should be 0) /// Obtains reference to CafeteriaManager to inform the specials and orders lists /// Restrictions: None /// </summary> void Start() { // The cookbook needs to find the CafeteriaManager, which may not exist based on scenes entered GameObject CafeteriaManagerObject = GameObject.Find("CafeteriaManager"); // If the CafeteriaManager does exist, grab the script from it // Then set up the specials and orders info if (CafeteriaManagerObject) { cafeteriaManager = CafeteriaManagerObject.GetComponent <CafeteriaManager>(); specials = new List <string>(cafeteriaManager.Specials.Keys); orders = cafeteriaManager.Orders; } UpdateCookbookDisplay(); }
// Start is called before the first frame update void Start() { // Initialized the dialogueLines list dialogueLines = new List <string>(); // Populated the list with some possible lines dialogueLines.Add("Man, it smells so good in here compared to outside."); dialogueLines.Add("Ooh, this is gonna be good!"); dialogueLines.Add("Can't really find much good food out there."); // Get reference to GameManager (Kyle: Added single .find here since guests are now being instantiated at runtime) gameManager = GameObject.Find("CafeteriaManager"); // Quick reference to the cafeteria manager script cafeteriaManager = gameManager.GetComponent <CafeteriaManager>(); // If an order hasn't already been specified, pick a random order from the available specials when they are initally created if (orderKeyRequested == null) { PickOrder(); } // Give the guest a unique dialogue line when they are initally created uniqueGreetingLine = GetRandomDialogueLine(); }