/* ========================================================================================================== * UNITY METHODS * ========================================================================================================== */ void Awake() { // dictColorsToEnglish = new Dictionary <Color, string>(); dictColorsToEnglish.Add(Color.black, "black"); dictColorsToEnglish.Add(Color.blue, "blue"); dictColorsToEnglish.Add(Color.cyan, "cyan"); dictColorsToEnglish.Add(Color.green, "green"); dictColorsToEnglish.Add(Color.yellow, "yellow"); dictColorsToEnglish.Add(Color.red, "red"); dictColorsToEnglish.Add(Color.magenta, "magenta"); dictColorsToEnglish.Add(Color.grey, "grey"); dictColorsToEnglish.Add(Color.white, "white"); // Get the main camera if (trMainCamera == null) { trMainCamera = Camera.main.transform; } if (trObjectivesCard == null) { trObjectivesCard = GameObject.Find("ObjectivesCard").transform; } // Get the DOF script dofScript = trMainCamera.gameObject.GetComponent <DepthOfFieldScatter>(); dofScript.enabled = false; // Find the level manager object and script GameObject goLevelManager = GameObject.Find("Level Manager"); if (goLevelManager) { levelManagerScript = goLevelManager.GetComponent <LevelManager>(); } // Register myself with the level manager. Why? Well, I'm the only player script for now... levelManagerScript.RegisterObjectiveCard(this.transform, this); guiObjectivesCardScript = gameObject.GetComponent <GUIObjectivesCard>(); }
/// <summary> /// The objective card will register itself with us. That will be useful to when the level ends and we /// must force the card to be shown /// </summary> public void RegisterGUIObjectivesCard(GUIObjectivesCard cardScript) { guiObjectivesCardScript = cardScript; }