コード例 #1
0
 // 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";
     }
 }
コード例 #2
0
    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);
        }
    }
コード例 #3
0
 // 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();
 }
コード例 #4
0
 // Start is called before the first frame update
 void Start()
 {
     persistentPlayerState = GameObject.FindGameObjectWithTag("PlayerState").GetComponent <PersistentPlayerState>();
     LoadSettings();
     mainMenu.bgMusicSource.Play();
 }
コード例 #5
0
    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();
    }