コード例 #1
0
ファイル: PP_Manager.cs プロジェクト: tdcoish/SW_Quarterback
    private void Start()
    {
        TDC_EventManager.FAddHandler(TDC_GE.GE_PP_SackBallHit, E_SackBallHitPlayer);
        TDC_EventManager.FAddHandler(TDC_GE.GE_QB_ReleaseBall, E_BallThrown);
        TDC_EventManager.FAddHandler(TDC_GE.GE_BallHitGround, E_BallHitGround);
        TDC_EventManager.FAddHandler(TDC_GE.GE_InPocket, E_StepIntoPocket);
        TDC_EventManager.FAddHandler(TDC_GE.GE_OutPocket, E_StepOutOfPocket);
        TDC_EventManager.FAddHandler(TDC_GE.GE_PP_TargetHit, E_TargetHit);

        cTurMan   = GetComponent <PP_Man_Tur>();
        cTargMan  = GetComponent <PP_Man_Targ>();
        cArrMan   = GetComponent <PP_Man_Arr>();
        cTrophMan = GetComponent <PP_Man_Trophy>();
        cAud      = GetComponent <AD_PP>();

        refPC = FindObjectOfType <PC_Controller>();

        ENTER_INSTRUCTIONS();

        // ------------------------------
        if (mSaveCurrent)
        {
            lDifData = IO_PP_Dif.FGetCurrent(lDifData.mName);
            IO_PP_Dif.FSaveCurrent(lDifData);
        }
        lDifData = IO_PP_Dif.FLoadDifficulty(IO_PP_Dif.mDif);
        SetUpDifficulty();
    }
コード例 #2
0
    void Start()
    {
        cScore = GetComponent <GM_Score>();
        TDC_EventManager.FAddHandler(TDC_GE.GE_PCDeath, E_PlayerDied);

        _lastSpawn = _spawnRate * -1f;
    }
コード例 #3
0
ファイル: GM_Score.cs プロジェクト: tdcoish/OKG_2DShooter
    void Start()
    {
        TDC_EventManager.FAddHandler(TDC_GE.GE_EDeath, E_EnemyDies);
        TDC_EventManager.FAddHandler(TDC_GE.GE_PCK_HLT, E_HealthPickedUp);
        TDC_EventManager.FAddHandler(TDC_GE.GE_PCK_AM, E_AmmoPickedUp);

        _lastSec = 0;
        rUI.FSetScoreText(_score);
    }
コード例 #4
0
ファイル: GM_Man.cs プロジェクト: tdcoish/OKG_3DShooter
    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible   = false;

        TDC_EventManager.FAddHandler(TDC_GE.GE_PCDeath, E_PlayerDied);

        _lastSpawnTime = _spawnInterval * -1f;
    }
コード例 #5
0
    // Start is called before the first frame update
    void Start()
    {
        mState          = QB_UI_STATE.SNOTCHARGING;
        mBar.fillAmount = 0f;

        mLookStorer = new ForwardVecStorer(50);

        TDC_EventManager.FAddHandler(TDC_GE.GE_QB_StopThrow, E_StopCharging);
        TDC_EventManager.FAddHandler(TDC_GE.GE_QB_ReleaseBall, E_StopCharging);
        TDC_EventManager.FAddHandler(TDC_GE.GE_QB_StartWindup, E_StartCharging);
    }
コード例 #6
0
    void Start()
    {
        TDC_EventManager.FAddHandler(TDC_GE.GE_EDeath, E_EnemyDied);

        DT_Wave w = IO_Wave.FLoadWave(IO_Prog._curLevel.ToString());

        IO_Prog._numLevels = 2;
        _numWaves          = w._numWaves;

        _state         = STATE.S_Spawning;
        rSpawners      = FindObjectsOfType <LVL_Spawner>();
        _lastSpawnTime = _spawnInterval * -1;
    }
コード例 #7
0
 public override void Start()
 {
     base.Start();
     TDC_EventManager.FAddHandler(TDC_GE.GE_QB_ReleaseBall, E_BallThrown);
     TDC_EventManager.FAddHandler(TDC_GE.GE_Sack, E_Sack);
     TDC_EventManager.FAddHandler(TDC_GE.GE_BallHitFingers, E_BallHitsFingerTips);
     TDC_EventManager.FAddHandler(TDC_GE.GE_BallChangesHands, E_BallChangesHands);
     TDC_EventManager.FAddHandler(TDC_GE.GE_BallDropped, E_BallDropped);
     TDC_EventManager.FAddHandler(TDC_GE.GE_BallCaught_Rec, E_ReceiverCatchesBall);
     TDC_EventManager.FAddHandler(TDC_GE.GE_BallHitGround, E_BallHitsGround);
     TDC_EventManager.FAddHandler(TDC_GE.GE_BallCaught_Int, E_DefenderCatchesBall);
     TDC_EventManager.FAddHandler(TDC_GE.GE_Tackled, E_RunnerTackled);
 }
コード例 #8
0
    // Start is called before the first frame update
    void Start()
    {
        cRigid = GetComponent <Rigidbody>();
        cCam   = GetComponentInChildren <PC_Camera>();
        cAud   = GetComponentInChildren <AD_Player>();

        mState         = PC_STATE.SINACTIVE;
        mThrowState    = PC_THROW_STATE.SNOT_THROWING;
        mThrowChrg.Val = 0f;
        mThrowMax.Val  = IO_Settings.mSet.lPlayerData.mThrowSpd;
        Debug.Log("Charge now: " + mThrowChrg.Val);

        Cursor.visible   = false;
        Cursor.lockState = CursorLockMode.Locked;

        TDC_EventManager.FAddHandler(TDC_GE.GE_QB_StopThrow, E_ThrowStopped);

        SetInaccuraciesToZero();
    }
コード例 #9
0
ファイル: RP_Manager.cs プロジェクト: tdcoish/SW_Quarterback
    void Start()
    {
        mUI          = GetComponent <RP_UI>();
        cRouteDrawer = GetComponent <RP_DrawRoutes>();

        mSet = IO_RP.FLoadSet("Slants");

        // Unfortunately, the destroyed receivers and hoops are still around, so we can't get references this frame.
        // Instead, do this on exitIntro.
        rPC     = FindObjectOfType <PC_Controller>();
        rPocket = FindObjectOfType <RP_ThrowSpot>();

        TDC_EventManager.FAddHandler(TDC_GE.GE_BallHitGround, E_BallHitGround);
        TDC_EventManager.FAddHandler(TDC_GE.GE_InPocket, E_PocketEntered);
        TDC_EventManager.FAddHandler(TDC_GE.GE_OutPocket, E_PocketExited);
        TDC_EventManager.FAddHandler(TDC_GE.GE_QB_ReleaseBall, E_BallThrown);
        TDC_EventManager.FAddHandler(TDC_GE.GE_BallCaught_Rec, E_BallCaught_Rec);

        mCompletions = new List <string>();
        ENTER_INTRO();
    }
コード例 #10
0
 // Start is called before the first frame update
 void Start()
 {
     TDC_EventManager.FAddHandler(TDC_GE.GE_OutPocket, E_PlayerLeftPocket);
     TDC_EventManager.FAddHandler(TDC_GE.GE_InPocket, E_PlayerBackInPocket);
     mPocketWarningTxt.gameObject.SetActive(false);
 }