/// <summary> /// Set reference to instances. /// Load construct as initial state. /// </summary> void Start() { constructFXManager = GameObject.FindGameObjectWithTag("ConstructFXManager").GetComponent <ConstructFXManager>(); additiveSceneManager = GameObject.FindGameObjectWithTag("AdditiveSceneManager").GetComponent <AdditiveSceneManager>(); transitionManager = GameObject.FindGameObjectWithTag("TransitionManager").GetComponent <TransitionManager>(); leftSenseGlove = GameObject.FindGameObjectWithTag("SenseGloveLeft"); rightSenseGlove = GameObject.FindGameObjectWithTag("SenseGloveRight"); leftSenseGlove.SetActive(false); rightSenseGlove.SetActive(false); additiveSceneManager.ChangeScene(Scenes.CONSTRUCT, null, null, DelegateBeforeConstructLoad, DelegateAfterConstructLoad); currentState = States.Construct; }
/// <summary> /// Set reference to instances. /// Load construct as initial state. /// </summary> void Start() { constructFXManager = GameObject.FindGameObjectWithTag("ConstructFXManager").GetComponent <ConstructFXManager>(); additiveSceneManager = GameObject.FindGameObjectWithTag("AdditiveSceneManager").GetComponent <AdditiveSceneManager>(); transitionManager = GameObject.FindGameObjectWithTag("TransitionManager").GetComponent <TransitionManager>(); leftSenseGlove = GameObject.FindGameObjectWithTag("SenseGloveLeft"); rightSenseGlove = GameObject.FindGameObjectWithTag("SenseGloveRight"); leftSenseGlove.SetActive(false); rightSenseGlove.SetActive(false); bioIks = FindObjectsOfType <BioIK.BioIK>(); //additiveSceneManager.ChangeScene(Scenes.CONSTRUCT, null, null, DelegateBeforeConstructLoad, DelegateAfterConstructLoad); //currentState = States.Construct; additiveSceneManager.ChangeScene(Scenes.TRAINING, null, null, null, DelegateAfterTrainingLoad); currentState = States.Training; visitedStates.Add(States.Training); }