// Start is called before the first frame update void Start() { playerState = GameObject.FindGameObjectWithTag("PlayerState").GetComponent <PersistentPlayerState>(); for (int i = 0; i < recordTextOfWorlds.Length; i++) { recordTextOfWorlds[i].text = Mathf.Floor(playerState.GetProgressOfLevel(i) / 100) + "M"; } }
private PersistentPlayerState persistentPlayerState; //Link to a players settings and configs // Start is called before the first frame update void Start() { debugText = GameObject.Find("DebugText").GetComponent <Text>(); persistentPlayerState = GameObject.FindGameObjectWithTag("PlayerState").GetComponent <PersistentPlayerState>(); playerAnimator = GetComponent <Animator>(); for (int i = 0; i < touchPoints.Length; i++) { ClearTouchData(i); } }
// Start is called before the first frame update void Start() { playerData = GameObject.FindGameObjectWithTag("PlayerState").GetComponent <PersistentPlayerState>(); slotParentTransform = unequipTile.transform.parent.GetComponent <RectTransform>(); foreach (EquipSlotVisuals vis in visualsByType) { vis.AutoFillIndicators(); } LoadPlayerModelAndEquipItems(); }
// Start is called before the first frame update void Start() { persistentPlayerState = GameObject.FindGameObjectWithTag("PlayerState").GetComponent <PersistentPlayerState>(); LoadSettings(); mainMenu.bgMusicSource.Play(); }
public async Task LoadRequiredAssets() { //Load required Data from Adressables PersistentPlayerState persistentPlayer = GameObject.FindGameObjectWithTag("PlayerState").GetComponent <PersistentPlayerState>(); AssetReference playerCharRef = new AssetReference(persistentPlayer.playerCharacterAdress); GameObject player = await playerCharRef.InstantiateAsync(playerCharSpawnPos, Quaternion.identity).Task; PlayerStats playerStats = player.GetComponent <PlayerStats>(); PlayerCharacter playerCharacter = player.GetComponent <PlayerCharacter>(); PlayerVisualsManager playerVisuals = player.GetComponent <PlayerVisualsManager>(); AssetReference worldRef = new AssetReference(persistentPlayer.worldSpawnerAdress); GameObject world = await worldRef.InstantiateAsync(worldSpawnerSpawnPos, Quaternion.identity).Task; if (persistentPlayer.helmetSlotAdress != "") { AssetReference helmetRef = new AssetReference(persistentPlayer.helmetSlotAdress); ItemStats helmetItem = await helmetRef.LoadAssetAsync <ItemStats>().Task; InitItemData(helmetItem, playerCharacter, playerVisuals); } if (persistentPlayer.chestArmorSlotAdress != "") { AssetReference chestRef = new AssetReference(persistentPlayer.chestArmorSlotAdress); ItemStats chestItem = await chestRef.LoadAssetAsync <ItemStats>().Task; InitItemData(chestItem, playerCharacter, playerVisuals); } if (persistentPlayer.gauntletSlotAdress != "") { AssetReference handRef = new AssetReference(persistentPlayer.gauntletSlotAdress); ItemStats gauntletItem = await handRef.LoadAssetAsync <ItemStats>().Task; InitItemData(gauntletItem, playerCharacter, playerVisuals); } if (persistentPlayer.legArmorSlotAdress != "") { AssetReference legRef = new AssetReference(persistentPlayer.legArmorSlotAdress); ItemStats legItem = await legRef.LoadAssetAsync <ItemStats>().Task; InitItemData(legItem, playerCharacter, playerVisuals); } if (persistentPlayer.footArmorSlotAdress != "") { AssetReference footRef = new AssetReference(persistentPlayer.footArmorSlotAdress); ItemStats footItem = await footRef.LoadAssetAsync <ItemStats>().Task; InitItemData(footItem, playerCharacter, playerVisuals); } if (persistentPlayer.weaponSlotAdress != "") { AssetReference weaponRef = new AssetReference(persistentPlayer.weaponSlotAdress); ItemStats weaponItem = await weaponRef.LoadAssetAsync <ItemStats>().Task; InitItemData(weaponItem, playerCharacter, playerVisuals); } //Once everything is loaded, setup the game and run playerStats.Initiate(); world.GetComponent <WorldMover>().Initiate(); }