// Start is called before the first frame update private void Start() { dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent<DataSavingManager>(); uiManager = GameObject.FindGameObjectWithTag("UIManager").GetComponent<UIManager>(); blockSpawner = GameObject.FindGameObjectWithTag("BlockSpawner").GetComponent<BlockSpawner>(); offlineProgress = new UnityAction<object>(HandleOfflineProgress); EventManager.StartListening("OfflineProgress", offlineProgress); blockKilled = new UnityAction<object>(BlockKilled); EventManager.StartListening("BlockKilled", blockKilled); prestige = new UnityAction<object>(Prestige); EventManager.StartListening("Prestige", prestige); tryUpgrade = new UnityAction<object>(UpgradeSkill); EventManager.StartListening("TryUpgrade", tryUpgrade); UpdatePlayerMoneyAndUI((double)dataSavingManager.GetOtherValue("Money")); UpdatePlayerPrestigeMoneyAndUI((double)dataSavingManager.GetOtherValue("PrestigeMoney")); UpdatePendingPrestigeMoneyAndUI((double)dataSavingManager.GetOtherValue("PendingPrestigeMoney")); playerMoneyMult = (double)dataSavingManager.GetOtherValue("MoneyMultiplier"); // Load skill dictionary into shop and ui uiManager.LoadSkillDescriptions(dataSavingManager.GetSkillDictionary()); uiManager.SetSkillPanelsVisibility(dataSavingManager.GetSkillDictionary()); uiManager.SetDamagePanelsVisibilty(dataSavingManager.GetSkillDictionary()); LoadHelpers(); }
// Start is called before the first frame update private void Start() { anim = stageBackground.GetComponent <Animator>(); dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent <DataSavingManager>(); blockKilled = new UnityAction <object>(BlockKilled); EventManager.StartListening("BlockKilled", blockKilled); tryPrestige = new UnityAction <object>(Prestige); EventManager.StartListening("TryPrestige", tryPrestige); tryNextLevel = new UnityAction <object>(NextLevel); EventManager.StartListening("TryNextLevel", tryNextLevel); tryPrevLevel = new UnityAction <object>(PrevLevel); EventManager.StartListening("TryPrevLevel", tryPrevLevel); failedBoss = new UnityAction <object>(FailedBoss); EventManager.StartListening("FailedBoss", failedBoss); killedBoss = new UnityAction <object>(KilledBoss); EventManager.StartListening("KilledBoss", killedBoss); toggleAutoStage = new UnityAction <object>(ToggleAutoStage); EventManager.StartListening("ToggleAutoStage", toggleAutoStage); EventManager.TriggerEvent("TogglePrestige", CanPrestige()); InitalizeStageAndMapLevel(); Invoke("HandleOfflineProgress", 1.0f); }
// Start is called before the first frame update private void Start() { soundManager = GameObject.FindGameObjectWithTag("SoundManager").GetComponent <SoundManager>(); dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent <DataSavingManager>(); blockSpawner = GameObject.FindGameObjectWithTag("BlockSpawner").GetComponent <BlockSpawner>(); playerData = dataSavingManager.GetPlayerData(); var purchasedAbilities = dataSavingManager.GetAbilityDictionary().Values.Where(s => s.level > 0).ToList(); purchasedPassives = purchasedAbilities.Where(a => a.abilityType == AbilityType.PASSIVE).ToList(); purchasedActives = purchasedAbilities.Where(a => a.abilityType == AbilityType.ACTIVE).ToList(); transform.position = clickPos; finalMoveSpeed = playerData.baseMoveSpeed; //anim = character.GetComponent<Animator>(); anim = gameObject.transform.GetChild(0).GetComponent <Animator>(); //sprite = character.GetComponent<SpriteRenderer>(); sprite = gameObject.transform.GetChild(0).GetComponent <SpriteRenderer>(); abilityEffectsDict = new Dictionary <int, ParticleSystem>(); appliedAbilities = new Dictionary <string, double>(); purchasedAbility = new UnityAction <object>(PurchasedAbility); EventManager.StartListening("PurchasedAbility", purchasedAbility); toggleAutoMove = new UnityAction <object>(ToggleAutoMove); EventManager.StartListening("ToggleAutoMove", toggleAutoMove); }
// Start is called before the first frame update private void Start() { dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent <DataSavingManager>(); TotalBlocksSpawned = (int)dataSavingManager.GetOtherValue("TotalBlocksSpawned"); blockSpawnData = dataSavingManager.GetBlockSpawnData(); blockDictionary = new Dictionary <int, Transform>(); loadMapLevel = new UnityAction <object>(HandleLevelChange); EventManager.StartListening("LoadMapLevel", loadMapLevel); blockKilled = new UnityAction <object>(BlockKilled); EventManager.StartListening("BlockKilled", blockKilled); }
// Start is called before the first frame update private void Start() { shopPanel.SetActive(false); autoMoveButton.SetActive(false); autoStageButton.SetActive(false); offlinePanel.SetActive(false); currentMoney = GameObject.FindGameObjectWithTag("CurrentMoney").GetComponent <TextMeshProUGUI>(); currentMoneyAnimator = currentMoney.GetComponent <Animator>(); currentPrestigeMoney = GameObject.FindGameObjectWithTag("CurrentPrestigeMoney").GetComponent <TextMeshProUGUI>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent <DataSavingManager>(); startBoss = new UnityAction <object>(StartBossFight); EventManager.StartListening("StartBoss", startBoss); setBossTimer = new UnityAction <object>(SetBossTimer); EventManager.StartListening("SetBossTimer", setBossTimer); endBoss = new UnityAction <object>(EndBossFight); EventManager.StartListening("EndBoss", endBoss); goldArrived = new UnityAction <object>(GoldArrived); EventManager.StartListening("GoldArrived", goldArrived); unlockedAuto = new UnityAction <object>(UnlockedAuto); EventManager.StartListening("UnlockedAuto", unlockedAuto); offlineProgress = new UnityAction <object>(HandleOfflineProgress); EventManager.StartListening("OfflineProgress", offlineProgress); playerUpgraded = new UnityAction <object>(LoadPlayerStats); EventManager.StartListening("PlayerUpgraded", playerUpgraded); blockStatsUpdate = new UnityAction <object>(LoadBlockStats); EventManager.StartListening("BlockStatsUpdate", blockStatsUpdate); currencyStatsUpdate = new UnityAction <object>(LoadCurrencyStats); EventManager.StartListening("CurrencyStatsUpdate", currencyStatsUpdate); miscStatsUpdate = new UnityAction <object>(LoadMiscStats); EventManager.StartListening("MiscStatsUpdate", miscStatsUpdate); LoadPlayerStats(null); LoadMiscStats(null); if ((bool)dataSavingManager.GetOtherValue("UnlockedAuto")) { UnlockedAuto(null); } }
public void Init(string name) { soundManager = GameObject.FindGameObjectWithTag("SoundManager").GetComponent <SoundManager>(); dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent <DataSavingManager>(); blockSpawner = GameObject.FindGameObjectWithTag("BlockSpawner").GetComponent <BlockSpawner>(); shop = GameObject.FindGameObjectWithTag("Shop").GetComponent <Shop>(); helperData = dataSavingManager.GetSkill(name).helperData; anim = character.GetComponent <Animator>(); anim.runtimeAnimatorController = Resources.Load <RuntimeAnimatorController>(helperData.helperAnimatorName); StartCoroutine(StartCountdown(helperData.idleTime)); }