void Awake() { if (PlayerSpawnerInstance == null) { PlayerSpawnerInstance = this; } }
private void Awake() { HasJoined = false; _playerSpawner = FindObjectOfType <PlayerSpawner>(); _blockSpawner = FindObjectOfType <PlayerSelectBlockSpawner>(); _colorController = FindObjectOfType <PlayerSelectColorController>(); }
public void Setup() { go = new GameObject(); client = go.AddComponent <NetworkClient>(); server = go.AddComponent <NetworkServer>(); spawner = go.AddComponent <PlayerSpawner>(); sceneManager = go.AddComponent <NetworkSceneManager>(); serverObjectManager = go.AddComponent <ServerObjectManager>(); clientObjectManager = go.AddComponent <ClientObjectManager>(); spawner.sceneManager = sceneManager; sceneManager.client = client; sceneManager.server = server; serverObjectManager.server = server; clientObjectManager.client = client; clientObjectManager.networkSceneManager = sceneManager; spawner.client = client; spawner.server = server; spawner.serverObjectManager = serverObjectManager; spawner.clientObjectManager = clientObjectManager; playerPrefab = new GameObject(); NetworkIdentity playerId = playerPrefab.AddComponent <NetworkIdentity>(); spawner.playerPrefab = playerId; pos1 = new GameObject().transform; pos2 = new GameObject().transform; spawner.startPositions.Add(pos1); spawner.startPositions.Add(pos2); }
void Awake() { if (_Canvas != null && !_Canvas.gameObject.activeInHierarchy) { _Canvas.gameObject.SetActive(true); } else if (_Canvas == null) { Debug.LogError("Scene " + Application.loadedLevel + " can't find a Canvas, is this normal?"); } if (_Loader != null && !_Loader.gameObject.activeInHierarchy) { _Loader.gameObject.SetActive(true); } else if (_Loader == null) { Debug.LogError("Scene " + Application.loadedLevel + " can't find a Loader, is this normal?"); } _spawner = FindObjectOfType <PlayerSpawner>(); if (_spawner != null && _Loader != null) { _spawner.SubscribeToEvents(_Loader); _Loader.SubscribeToEvents(_spawner); } }
public static void RestartRound() { PlayerSpawner.RespawnPlayers(); //respawn weapons instance.countdown.StartCountdown(); }
public static void InitializeRound(List <PlayerInfo> playersToSpawn) { PlayerSpawner.SpawnPlayers(playersToSpawn); //spawn weapons instance.countdown.StartCountdown(); }
private void Init() { var playerTransform = Locator.GetPlayerTransform(); _playerResources = playerTransform.GetComponent <PlayerResources>(); _spaceSuit = playerTransform.GetComponentInChildren <PlayerSpacesuit>(true); _playerSpawner = FindObjectOfType <PlayerSpawner>(); _fluidDetector = Locator.GetPlayerCamera().GetComponentInChildren <FluidDetector>(); var shipTransform = Locator.GetShipTransform(); if (shipTransform != null) { _shipComponents = shipTransform.GetComponentsInChildren <ShipComponent>(); _hatchController = shipTransform.GetComponentInChildren <HatchController>(); _cockpitController = shipTransform.GetComponentInChildren <ShipCockpitController>(); _shipBody = Locator.GetShipBody(); _shipSpawnPoint = GetSpawnPoint(true); // Move debug spawn point to initial ship position. _playerSpawnPoint = GetSpawnPoint(); _shipSpawnPoint.transform.position = shipTransform.position; _shipSpawnPoint.transform.rotation = shipTransform.rotation; } _deathHandler = new MessageHandler <DeathMessage>(); _deathHandler.OnServerReceiveMessage += OnServerReceiveMessage; _deathHandler.OnClientReceiveMessage += OnClientReceiveMessage; }
private void HandleSpawnedPlayerRemoved() { int?teamIndexLeft = null; for (int i = 0; i < teams_.Length; i++) { HashSet <Player> team = teams_[i]; bool teamAlive = team.Any(p => PlayerSpawner.IsAlive(p)); if (teamAlive) { // if multiple teams still alive if (teamIndexLeft != null) { return; } teamIndexLeft = i; } } Finish(); // possible that no teams are left alive if (teamIndexLeft != null) { foreach (Player player in teams_[(int)teamIndexLeft].Where(p => PlayerSpawner.IsAlive(p))) { PlayerScores.IncrementPendingScoreFor(player); } } }
protected override void Activate() { CleanupGhostModeAddOns(); PlayerSpawner.SpawnAllPlayers(); List <GameModeIntroView.Icon> icons = new List <GameModeIntroView.Icon>(); foreach (Player player in RegisteredPlayers.AllPlayers) { icons.Add(GameModeIntroView.Icon.Player); icons.Add(GameModeIntroView.Icon.Swords); } icons.RemoveLast(); GameModeIntroView.Show(DisplayTitle, icons); foreach (BattlePlayer battlePlayer in PlayerSpawner.AllSpawnedBattlePlayers) { ghostModeAddOns_[battlePlayer] = new GhostModePlayerAddOn(battlePlayer); } PlayerSpawner.OnSpawnedPlayerRemoved += HandleSpawnedPlayerRemoved; BattlePlayerInputDash.OnPlayerDash += HandlePlayerDash; GameNotifications.OnBattlePlayerShotLaser.AddListener(HandlePlayerShotLaser); }
protected override void Activate() { AIIdleState.SetShouldCheckDashAttackPredicate(ShouldBattlePlayerDashAttack); PlayerSpawner.SpawnAllPlayers(); List <GameModeIntroView.Icon> icons = new List <GameModeIntroView.Icon>(); foreach (Player player in RegisteredPlayers.AllPlayers) { icons.Add(GameModeIntroView.Icon.Player); icons.Add(GameModeIntroView.Icon.Swords); } icons.RemoveLast(); BattlePlayerHealth.LaserDamage = 0; InGameConstants.AllowChargingLasers = false; // NOTE (darren): avoid showing shields to have less visual noise with exploding object InGameConstants.ShowShields = false; GameModeIntroView.Show(DisplayTitle, icons, onFinishedCallback: () => { SetItPlayer(PlayerSpawner.AllSpawnedBattlePlayers.Random()); }); GameNotifications.OnBattlePlayerLaserHit.AddListener(HandleBattlePlayerHit); PlayerSpawner.OnSpawnedPlayerRemoved += HandleSpawnedPlayerRemoved; }
public void Init() { var playerTransform = Locator.GetPlayerTransform(); _playerResources = playerTransform.GetComponent <PlayerResources>(); _spaceSuit = playerTransform.GetComponentInChildren <PlayerSpacesuit>(true); _playerSpawner = FindObjectOfType <PlayerSpawner>(); _fluidDetector = Locator.GetPlayerCamera().GetComponentInChildren <FluidDetector>(); var shipTransform = Locator.GetShipTransform(); if (shipTransform == null) { return; } _shipComponents = shipTransform.GetComponentsInChildren <ShipComponent>(); _hatchController = shipTransform.GetComponentInChildren <HatchController>(); _cockpitController = shipTransform.GetComponentInChildren <ShipCockpitController>(); _shipBody = Locator.GetShipBody(); _shipSpawnPoint = GetSpawnPoint(true); // Move debug spawn point to initial ship position. _playerSpawnPoint = GetSpawnPoint(); _shipSpawnPoint.transform.position = shipTransform.position; _shipSpawnPoint.transform.rotation = shipTransform.rotation; }
void Start() { DontDestroyOnLoad(this); SceneManager.sceneLoaded += SetUpNewLevel; //references to player scripts GameObject playerObj = FindObjectOfType <Player>().gameObject; player = playerObj.GetComponent <Player>(); playerInput = playerObj.GetComponent <PlayerInput>(); //cameraController = FindObjectOfType<CameraController>(); playerSpawner = FindObjectOfType <PlayerSpawner>(); //hitManager is child 0 //projectileManager child 1 //FXmanager child 2 //levelManager child 3 //hitManager = transform.GetChild(0).GetComponent<HitManager>(); //projectileManager = transform.GetChild(1).GetComponent<ProjectileManager>(); //effectsManager = transform.GetChild(2).GetComponent<ManagerFX>(); //levelManager = transform.GetChild(3).GetComponent<LevelManager>(); //AIManager = transform.GetChild(4).GetComponent<AIManager>(); }
private void OnEnable() { playerSpawner = GameObject.FindGameObjectWithTag("PlayerSpawner").GetComponent <PlayerSpawner>(); image.sprite = item.icon; image.color = item.color; if (playerSpawner.ChosenPlayerItem == item) { chosenImage.enabled = true; } else { chosenImage.enabled = false; } Debug.Log($"{item.isOwned}"); if (item.isOwned) { SetAlpha(1.0f); priceText.text = "Owned"; } else { SetAlpha(0.4f); priceText.text = item.price.ToString(); } }
protected virtual void Awake() { if (gameObject.scene.name.ToLower() != "master") { current = this; } if (!playerStart) { PlayerSpawner playerSpawner = GameObject.FindObjectOfType <PlayerSpawner>(); if (playerSpawner) { playerStart = playerSpawner.transform; } } #if DUNGEN dungeonNavMeshAdapter = this.GetComponentInChildren <UnityNavMeshAdapter>(); if (dungeonNavMeshAdapter) { // Prevent Unity to crash when generating dungeon dungeonNavMeshAdapter.enabled = false; } dungeonGenerator = this.GetComponentInChildren <RuntimeDungeon>(); if (dungeonGenerator) { dungeonGenerator.Generator.OnGenerationStatusChanged += OnGenerationStatusChanged; GenerateDungeon(); } #endif }
public void playerDied(KeyCode _tag, Color _col, GameObject lastCollision) { GameObject wc = GameObject.Find("WinnerChecker"); WinnerChecker wcscript = wc.GetComponent <WinnerChecker>(); if (lastCollision != null && lastCollision.tag == "deadplayer" && wcscript.getNumPlayersActive() > 1) { KeyCode rpk; Color rpc; DeadPlayer rpscript = lastCollision.GetComponent <DeadPlayer>(); rpscript.getInfo(out rpk, out rpc); DeadPlayerInfo respawnPlayerInfo = new DeadPlayerInfo(rpk, rpc); if (!mDeadPlayers.Contains(respawnPlayerInfo)) { obstaclePrefabs.Add(deadPlayer); } else { mDeadPlayers.Remove(respawnPlayerInfo); GameObject ps = GameObject.Find("PlayerSpawner"); PlayerSpawner psscript = ps.GetComponent <PlayerSpawner>(); psscript.respawnPlayer(rpk, rpc); } mDeadPlayers.Add(new DeadPlayerInfo(_tag, _col)); } else { mDeadPlayers.Add(new DeadPlayerInfo(_tag, _col)); obstaclePrefabs.Add(deadPlayer); } }
void ParseForServerMode() { if (!string.IsNullOrEmpty(GetArg("-server"))) { var serverGo = new GameObject($"Server", typeof(NetworkServer), typeof(ServerObjectManager), typeof(NetworkSceneManager), typeof(PlayerSpawner)); server = serverGo.GetComponent <NetworkServer>(); server.MaxConnections = 9999; server.Transport = transport; serverObjectManager = serverGo.GetComponent <ServerObjectManager>(); NetworkSceneManager networkSceneManager = serverGo.GetComponent <NetworkSceneManager>(); networkSceneManager.Server = server; serverObjectManager.Server = server; serverObjectManager.NetworkSceneManager = networkSceneManager; serverObjectManager.Start(); PlayerSpawner spawner = serverGo.GetComponent <PlayerSpawner>(); spawner.PlayerPrefab = PlayerPrefab.GetComponent <NetworkIdentity>(); spawner.ServerObjectManager = serverObjectManager; spawner.Server = server; server.Started.AddListener(OnServerStarted); server.Authenticated.AddListener(conn => serverObjectManager.SetClientReady(conn)); _ = server.ListenAsync(); Console.WriteLine("Starting Server Only Mode"); } }
// Use this for initialization private void Awake() { m_PlayerSpawnerBeh = m_PlayerSpawner.GetComponent <PlayerSpawner>(); m_InputManagerBeh = m_InputManager.GetComponent <InputManager>(); m_CamBeh = m_Camera.GetComponent <CameraBeh>(); if (m_NumPlayers == -1) { m_NumPlayers = 1; } m_InfoToRead = FindObjectOfType <InfoPasser>(); if (m_InfoToRead != null) { m_NumPlayers = m_InfoToRead.MyInfo.GetNumPlayers(); m_HowToPlay = m_InfoToRead.MyInfo.GetHowToPlay(); } else { m_NumPlayers = (int)1; m_HowToPlay = InfoPasser.Controls.OneXbox; } if (m_NumPlayers == 1 && m_HowToPlay == InfoPasser.Controls.OneKeyboard) { SinglePlayerController = false; } }
public static void AddSpawner(PlayerSpawner spawner) { if (_spawners==null) _spawners = new List<PlayerSpawner>(); if (!_spawners.Contains(spawner)) _spawners.Add(spawner); }
async UniTask StartClient(int i, string networkAddress) { var clientGo = new GameObject($"Client {i}", typeof(NetworkClient), typeof(ClientObjectManager), typeof(PlayerSpawner), typeof(NetworkSceneManager)); NetworkClient client = clientGo.GetComponent <NetworkClient>(); ClientObjectManager objectManager = clientGo.GetComponent <ClientObjectManager>(); PlayerSpawner spawner = clientGo.GetComponent <PlayerSpawner>(); NetworkSceneManager networkSceneManager = clientGo.GetComponent <NetworkSceneManager>(); networkSceneManager.Client = client; objectManager.Client = client; objectManager.NetworkSceneManager = networkSceneManager; objectManager.Start(); objectManager.RegisterPrefab(MonsterPrefab.GetComponent <NetworkIdentity>()); objectManager.RegisterPrefab(PlayerPrefab.GetComponent <NetworkIdentity>()); spawner.Client = client; spawner.PlayerPrefab = PlayerPrefab.GetComponent <NetworkIdentity>(); spawner.ClientObjectManager = objectManager; spawner.SceneManager = networkSceneManager; client.Transport = transport; try { await client.ConnectAsync(networkAddress); } catch (Exception ex) { Debug.LogException(ex); } }
private void Awake() { if (_instance == null) { _instance = this; DontDestroyOnLoad(this.gameObject); SceneManager.sceneLoaded += OnSceneLoaded; player = FindObjectOfType <PlayerSpawner>(); cineCam = FindObjectOfType <CinemachineVirtualCamera>(); courageBar = FindObjectOfType <CourageBar>(); playerStartPos = player.transform.position; //Invoke ExitScene.cs LevelEvent.onChangeScene.AddListener(OnEnteredExitTrigger); //couragebar.cs LevelEvent.onVictory.AddListener(ShowVictoryScreen); LevelEvent.onDefeat.AddListener(ShowDefeatScreen); LevelEvent.gotMaxCourage.AddListener(ShowVictoryScreen); //finalText.cs LevelEvent.onReplay.AddListener(StartReplay); } else { Destroy(this.gameObject); } }
// Update is called once per frame void Update() { Vector2 pos = transform.position; Vector2 cameraLeftPos = Camera.main.ScreenToWorldPoint(new Vector2(0, 0)); if (pos.x < cameraLeftPos.x) { PlayerMovement pm = gameObject.GetComponent <PlayerMovement>(); GameObject winnerChecker = GameObject.Find("WinnerChecker"); WinnerChecker script = winnerChecker.GetComponent <WinnerChecker>(); script.removePlayer(gameObject.name, pm); GameObject itemGenerator = GameObject.Find("ItemGenerator"); GenerateItems igScript = itemGenerator.GetComponent <GenerateItems>(); PlayerCollision pc = gameObject.GetComponent <PlayerCollision>(); GameObject playerSpawner = GameObject.Find("PlayerSpawner"); PlayerSpawner psScript = playerSpawner.GetComponent <PlayerSpawner>(); psScript.registerInactivePlayer(gameObject, pm.playerKey); igScript.playerDied(pm.playerKey, gameObject.GetComponent <PlayerMovement>().playerColour, pc.getLastCollidedObstacle()); gameObject.SetActive(false); Instantiate(bloodEffect, new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, bloodEffect.transform.position.z), bloodEffect.transform.rotation); RandomShake.randomShake.PlayShakeX(); //Instantiate(deathSoundObject,transform.position,transform.rotation); LevelSounds.inst.playDeath(gameObject.transform.position); } }
void Start() { // Using Strategy Pattern: to create a component that takes in the the stores the sprite render in the component only if its null correctlayer = gameObject.layer; spriteRend = GetComponent <SpriteRenderer>(); if (spriteRend == null) { spriteRend = transform.GetComponentInChildren <SpriteRenderer>(); if (spriteRend == null) { Debug.LogError("Object" + gameObject.name + "has no spring renderer"); } } // Using Strategy Pattern: to create gameobject that takes in the gamecontroller everytime the mini game starts and storing it in a private variable instead(encaplustion) GameObject gameControllerObject = GameObject.FindWithTag("GameController"); if (gameControllerObject != null) { gameController = gameControllerObject.GetComponent <PlayerSpawner>(); } if (gameController == null) { Debug.Log("Cannot Find player spawner script"); } }
private void OnDeath() { dead = true; m_ExplosionParticles.transform.position = transform.position; m_ExplosionParticles.gameObject.SetActive(true); m_ExplosionParticles.Play(); m_ExplosionAudio.Play(); if (gameObject.name.Contains("Player")) { GameObject playerSpawnerObj = GameObject.Find("PlayerSpawner"); PlayerSpawner playerSpawner = playerSpawnerObj.GetComponent <PlayerSpawner>(); gameObject.SetActive(false); GameObject gameManagerObject = GameObject.Find("GameManager"); GameManager gameManager = gameManagerObject.GetComponent <GameManager>(); if (gameManager.coinCount >= 5) { gameManager.coinCount -= 5; } playerSpawner.SpawnPlayer(); } if (!gameObject.name.Contains("Player")) { gameObject.GetComponent <TankAI>().StopFiring(); Instantiate(coinPrefab, transform.position + new Vector3(0, 1, 0), Quaternion.identity); gameObject.SetActive(false); } }
void Start() { playerSpawner = GameObject.FindGameObjectWithTag("PlayerCreator").GetComponent <PlayerSpawner>(); backgroundMovement = GameObject.FindGameObjectWithTag("Background").GetComponent <BackgroundMovement>(); SetVisibility(false); }
/// <summary> /// /// Called when the local player object has been set up. /// </summary> public override void OnStartLocalPlayer() { base.OnStartLocalPlayer(); PlayerSpawner = GetComponent <PlayerSpawner>(); OnPlayerInstance?.Invoke(this); }
// Use this for initialization public void Start() { bc = GetComponent <BaseController> (); if (bc == null) { Debug.LogError("Base Controller is null"); } ps = GameObject.FindObjectOfType <PlayerSpawner> (); if (ps == null) { Debug.LogError("Player Spawner is null"); } tm = GameObject.FindObjectOfType <TextManager> (); if (tm == null) { Debug.LogError("Text Manager is null"); } hitPoints = bc.GetHealth(); currentPoints = hitPoints; // @DEBUG(sdsmith): Add entry to debug overlay DebugOverlay.AddAttr("Max health", hitPoints.ToString()); DebugOverlay.AddAttr("Current health", currentPoints.ToString()); }
// PRAGMA MARK - Internal protected override void Activate() { PlayerSpawner.SpawnAllPlayers(); List <GameModeIntroView.Icon> icons = new List <GameModeIntroView.Icon>(); foreach (Player player in RegisteredPlayers.AllPlayers) { icons.Add(GameModeIntroView.Icon.Player); icons.Add(GameModeIntroView.Icon.Swords); } icons.RemoveLast(); BattlePlayerHealth.LaserDamage = 0; BattlePlayerHealth.KnockbackMultiplier = 0.1f; GameModeIntroView.Show(DisplayTitle, icons); foreach (Player player in RegisteredPlayers.AllPlayers.Where(p => p.IsAI)) { BattlePlayer battlePlayer = PlayerSpawner.GetBattlePlayerFor(player); battlePlayer.Rigidbody.constraints |= RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezePositionZ; } PlayerSpawner.OnSpawnedPlayerRemoved += HandleSpawnedPlayerRemoved; }
public void Begin() { // Reset all the values delay = 0; mazeGridGenerator = null; playerSpawner = null; currentCell = null; newStartCell = null; directedCells = new Dictionary <GameObject, Direction>(); remaining = new List <GameObject>(); foundMaze = false; mazeGridGenerator = GetComponent <MazeGridGenerator>(); playerSpawner = GetComponent <PlayerSpawner>(); delay = MazeInput.Instance.Delay; foreach (KeyValuePair <GameObject, Cell> pair in mazeGridGenerator.MazeCells) { // We need to add all the cells into the remaining list to loop through remaining.Add(mazeGridGenerator.MazeCells[pair.Key].gameObject); } // Start generating the maze if (currentSolve != null) { StopCoroutine(currentSolve); } currentSolve = SolveMaze(delay); StartCoroutine(currentSolve); }
public void Begin() { // Reset all the values delay = 0; mazeGridGenerator = null; playerSpawner = null; currentCell = null; cells = new Dictionary <GameObject, Cell>(); walls = new List <GameObject>(); mazeGridGenerator = GetComponent <MazeGridGenerator>(); playerSpawner = GetComponent <PlayerSpawner>(); delay = MazeInput.Instance.Delay; cells = mazeGridGenerator.MazeCells; foreach (KeyValuePair <GameObject, Cell> pair in cells) { // We also need to inject the dictionary with all the cells into every cell to find neighbours cells[pair.Key].MazeCells = cells; } // Start generating the maze if (currentSolve != null) { StopCoroutine(currentSolve); } currentSolve = SolveMaze(delay); StartCoroutine(currentSolve); }
private void Update() { if (isGameOver) { isGameOver = false; this.gameOverEvent.Invoke(GameConstants.TotalTreasures); } else if (constructNewRoom) { constructNewRoom = false; this.currentRoom.Visited = true; // now create the scoreboard ConstructScoreBoard(); // now rebuild room from scratch ConstructRoomContents(); // spawn the player at the correct state position PlayerSpawner.SpawnNewPlayer(this.nextStartPosition); UnityEngine.Object.Instantiate(Resources.Load("ScoreBoard/MapCanvas")); // start the background music PlayMusic(); } }
private void FixedUpdate() { // if player has lost a life, blank the screen for the timer period // and then respawn the player. if (died) { if (!isBlank) { deathTimer.Run(); Color color = blankScreen.color; color.a = 255f; blankScreen.color = color; isBlank = true; } if (deathTimer.Finished) { died = false; Color color = blankScreen.color; color.a = 0f; blankScreen.color = color; isBlank = false; PlayerSpawner.SpawnNewPlayer(RestartPosition); } } }
void Awake() { if (s_helper != null) { throw new System.InvalidProgramException("there is more than one HFTGamepadHelper component!"); } s_helper = this; playerSpawner = GetComponent<PlayerSpawner>(); }
void Awake() { if (s_settings != null) { throw new System.InvalidProgramException("there is more than one level settings object!"); } s_settings = this; playerSpawner = GetComponent<PlayerSpawner>(); }
void Start(){ movementManager = GetComponent<MovementManager> (); playerSpawner = GetComponent<PlayerSpawner> (); player = GetComponent<Player> (); elementSpawner = GetComponent<ElementSpawner> (); spellSpawner = GetComponent<SpellSpawner> (); shieldSpawner = GetComponent<ShieldSpawner> (); audioManager = GetComponent<AudioManager> (); }
void Awake() { //if theres another instance (there shouldnt be) destroy this if(Instance != null && Instance != this) { //destroy all other instances Destroy(gameObject); } //set the instance Instance = this; }
void Awake() { if (s_settings != null) { throw new System.InvalidProgramException("there is more than one level settings object!"); } s_settings = this; HFTArgParser p = new HFTArgParser(); p.TryGet<int>("hft-numgames", ref numGames); m_playerSpawner = GetComponent<PlayerSpawner>(); }
void Start () { playerSpawner = FindObjectOfType<PlayerSpawner>(); initialHealth = playerHealth; float zDistance = transform.position.z - Camera.main.transform.position.z; Vector3 leftMost = Camera.main.ViewportToWorldPoint(new Vector3(0,0,zDistance)); Vector3 rightMost = Camera.main.ViewportToWorldPoint(new Vector3(1,0,zDistance)); healthbar = GameObject.Find("GreenBar"); minX = leftMost.x + padding; maxX = rightMost.x - padding; }
void Awake() { if (_Canvas != null && !_Canvas.gameObject.activeInHierarchy) _Canvas.gameObject.SetActive(true); else if (_Canvas == null) Debug.LogError("Scene " + Application.loadedLevel + " can't find a Canvas, is this normal?"); if (_Loader != null && !_Loader.gameObject.activeInHierarchy) _Loader.gameObject.SetActive(true); else if (_Loader == null) Debug.LogError("Scene " + Application.loadedLevel + " can't find a Loader, is this normal?"); _spawner = FindObjectOfType<PlayerSpawner>(); if (_spawner != null && _Loader != null) { _spawner.SubscribeToEvents(_Loader); _Loader.SubscribeToEvents(_spawner); } }
void Start() { state = GameState.PLAYING; inputManager = gameObject.AddComponent<InputManager>(); spawner = gameObject.AddComponent<PlayerSpawner>(); player = spawner.Spawn(); cameraManager = new CameraManager(); inkBucket = new InkBucket(); lineCreator = LineCreator.Create(inkBucket); ballSpawner = new BallSpawner(); ballSpawner.Initialize(); CreateBackground(); }
public void SubscribeToEvents(PlayerSpawner toSub) { if (!_isSubscribed) { if (toSub != null) { toSub.SpawnDone += M_spawner_SpawnDone; _isSubscribed = true; } } }
private void GetObjects() { m_MenuControls = FindObjectOfType<MenuControls>(); if (m_MenuControls == null) Debug.LogError("Loading Screen cannot find Menu control object in scene."); _delayManager = GetComponent<DelayManager>(); if (_delayManager == null) Debug.LogError("No delay manager found on loading screen"); if (_tipScreenGameObject == null) Debug.LogError("Loading screen is missing the tip screen game object."); else { _tipScreenSprite = _tipScreenGameObject.GetComponent<SpriteRenderer>(); SetRandomColor(); } _animator = GetComponent<Animator>(); if (_animator == null) Debug.LogError("Loading Screen is missing its animator. PANIC!"); if (_isGameplayScene) { m_spawner = FindObjectOfType<PlayerSpawner>(); if (m_spawner == null) Debug.LogError("Loading Screen cannot find player spawner. Is this a gameplay scene? If yes, set the IsGameplayScene to true."); else SubscribeToEvents(m_spawner); } }
public static void RemoveSpawner(PlayerSpawner spawner) { _spawners.Remove(spawner); }
void Start() { menuObject = GameObject.FindGameObjectWithTag ("Menus"); menu = menuObject.GetComponent<GameOverScript> (); gameUI = menuObject.GetComponent<GameUI>(); networking = GameObject.FindGameObjectWithTag("Networking"); clientManager = networking.GetComponent<ClientScript>(); spawner = GameObject.FindGameObjectWithTag("Spawner"); playerSpawner = spawner.GetComponent<PlayerSpawner>(); currentPosition = transform.position; }
void Awake() { instance = this; }
// Use this for initialization void Start() { spawner = GameObject.FindGameObjectWithTag("Spawner"); playerSpawner = spawner.GetComponent<PlayerSpawner>(); }