// Use this for initialization void Start() { nodeController = GetComponent <NodeController>(); trapController = GetComponent <TrapController>(); uiController = GameObject.Find("In-game UI").GetComponent <UI_Controller>(); loader = GameObject.Find("SceneManager").GetComponent <SceneLoader>(); }
void Update() { if (GameManager.Get().HabilitarMovimiento) { GameManager.Get().HabilitarMovimiento = false; mover = true; restaurarMovimiento = true; } if (Time.timeScale != 0) { altitud = transform.position.y; UI_Controller.Get().puntos = puntos; if (mover) { UI_Controller.Get().ContarTiempo(); UI_Controller.Get().altitudJugador = altitud; UI_Controller.Get().gasolinaJugador = gasolina; UI_Controller.Get().velocidadHorizontalJugador = contadorH; UI_Controller.Get().velocidadVerticalJugador = contadorV; if (restaurarMovimiento) { RestaurarMovimiento(); restaurarMovimiento = false; } Movimiento(); } CamaraAterrizaje(); } }
public void World_Map(Button thisButton) { uI_Controller = GameObject.FindObjectOfType <UI_Controller>(); thisButton.onClick.AddListener(uI_Controller.World_Map_Button); Mouse_Controller._Instance.CursorPrefab.GetComponent <Image>().sprite = cursor; Mouse_Controller._Instance.CurrentlySelectedBuilding = null; }
// Start is called before the first frame update void Start() { Application.targetFrameRate = 60; audioSource = GetComponent <AudioSource>(); playerBulletSystem = transform.Find("PlayerBulletSystem").GetComponent <BulletSystem>(); enemyBulletSystem = transform.Find("EnemyBulletSystem").GetComponent <BulletSystem>(); cam = transform.Find("Main Camera").GetComponent <Camera>(); //train = FindObjectOfType<Train>(); levelProperties = FindObjectOfType <LevelProperties>(); ui = GetComponentInChildren <UI_Controller>(); // Load audio clip resources audioClips = new Dictionary <string, AudioClip>(); AudioClip[] clips = Resources.LoadAll <AudioClip>("Sound"); foreach (AudioClip clip in clips) { audioClips.Add(clip.name, clip); Debug.LogFormat("loaded audio resource {0}", clip.name); } // Make sure we found everything we need Debug.Assert(cam, "Cannot find Main Camera"); Debug.Assert(playerBulletSystem, "Cannot find PlayerBulletSystem"); Debug.Assert(enemyBulletSystem, "Cannot find EnemyBulletSystem"); Debug.Assert(ui, "Cannot find UI_Controller"); Debug.Assert(audioSource); }
private void FindNearestEnemy() { float shortestDistance = Mathf.Infinity; int index = 0; for (int i = 0; i < enemies.Count; i++) { if (enemies[i] == null) { enemies.RemoveAt(i); continue; } if (Vector3.Distance(transform.position, enemies[i].position) < shortestDistance) { shortestDistance = Vector3.Distance(transform.position, enemies[i].position); index = i; } } if (enemies.Count == 0) { // Игрок победил UI_Controller ui_controller = FindObjectOfType <UI_Controller>(); ui_controller?.ShowPanel(true); } else { target = enemies[index]; } }
// Use this for initialization public void Jugar() { Time.timeScale = 1; if (GameManager.Get() != null) { GameManager.Get().EnCreditos = false; GameManager.Get().pantallaCarga.SetActive(true); CargarNivel.Get().carga = 0; } SceneManager.LoadScene("Nivel 1"); if (GameManager.Get() != null) { if (GameManager.Get().JuegoEmpezado) { Debug.Log("Entre"); CargarNivel.Get().NumeroNivel = 1; UI_Controller.Get().segundos = 0; UI_Controller.Get().minutos = 0; UI_Controller.Get().puntos = 0; GameManager.Get().nivelActual = 3; PlayerController.Get().velCaida = 0; PasarNivel(); } } }
private void Awake() { if (instance == null) { instance = this; } }
private void Start() { // Reference to the UI_Controller script uiController = GameObject.Find("UI_Controller").GetComponent <UI_Controller>(); playerInventory = GetComponent <Player_Inventory>(); // Setting the pickup item text objects pickupFood = uiController.pickupFood; pickupOxygenTank = uiController.pickupOxygenTank; pickupPowerCell = uiController.pickupPowerCell; pickupFireExt = uiController.pickupFireExt; pickupHammer = uiController.pickupHammer; pickupPipe = uiController.pickupPipe; pickupSpanner = uiController.pickupSpanner; pickupSpring = uiController.pickupSpring; invFoodFull = uiController.invFoodFull; invPowerFull = uiController.invPowerFull; invOxygenFull = uiController.invOxygenFull; invExtFull = uiController.invExtFull; invHammerFull = uiController.invHammerFull; invPipeFull = uiController.invPipeFull; invSpannerFull = uiController.invSpannerFull; invSpringFull = uiController.invSpringFull; }
void Awake() { PatternComplete = new UnityEvent(); _ship = this.Find <ShipMovement>(GameTags.Player); _score = this.Find <Score>(GameTags.Score); _ui = this.Find <UI_Controller>(GameTags.IG_GUI); }
// Use this for initialization void Start() { //gameObject.GetComponent<Player_HUD>().showFix(); playerInventory = GetComponent <Player_Inventory>(); uiController = GameObject.Find("UI_Controller").GetComponent <UI_Controller>(); fixEngine = uiController.fixEngine; fixLifeSupport = uiController.fixLifeSupport; fixReactor = uiController.fixReactor; fixControls = uiController.fixControls; fixBattery = uiController.fixBattery; reqExt = uiController.reqExt; reqHammer = uiController.reqHammer; reqPipe = uiController.reqPipe; reqSpanner = uiController.reqSpanner; reqSpring = uiController.reqSpring; engineFixed = uiController.engineFixed; lifeSupportFixed = uiController.lifeSupportFixed; reactorFixed = uiController.reactorFixed; controlsFixed = uiController.controlsFixed; batteryFixed = uiController.batteryFixed; }
// Update is called once per frame void Update() { if (UI_Controller.Get().buenAterrizaje == true) { aterrizajeConseguido.SetActive(true); aterrizajeFallido.SetActive(false); } if (UI_Controller.Get().buenAterrizaje == false) { aterrizajeFallido.SetActive(true); aterrizajeConseguido.SetActive(false); } if (GameManager.Get().tipoTextoPuntaje == 0) { textPuntaje.text = " "; } if (GameManager.Get().tipoTextoPuntaje == 1)//puntaje x2 { textPuntaje.text = "60 Puntos"; } if (GameManager.Get().tipoTextoPuntaje == 2)//puntaje x3 { textPuntaje.text = "90 Puntos"; } if (GameManager.Get().tipoTextoPuntaje == 3)//puntaje x4 { textPuntaje.text = "180 Puntos"; } if (GameManager.Get().tipoTextoPuntaje == 4)//puntaje x5 { textPuntaje.text = "250 Puntos"; } }
private void HandleOnRetry() { PoolManager.instance.ResetPoolObjects(ObjectTypes.Boss1Bullet); PoolManager.instance.ResetPoolObjects(ObjectTypes.PlayerBullet); UI_Controller currentUiCtrl = uiMng.GetCurrentUIController(); UIMenu_EndGame endGamePanel = currentUiCtrl.GetMenu <UIMenu_EndGame>(); endGamePanel.RetryButtonPressed -= HandleOnRetry; uiMng.SetDefaultController(); uiMng.GetCurrentUIController().SetCurrentMenu <UIMenu_Loading>(); Scene sceneToReload = new Scene(); Scene swarmScene = new Scene(); for (int i = 0; i < SceneManager.sceneCount; i++) { Scene currentScene = SceneManager.GetSceneAt(i); if (currentScene.name == "Swarm") { swarmScene = currentScene; } else { sceneToReload = currentScene; } } SceneManager.SetActiveScene(swarmScene); SceneManager.sceneUnloaded += HandleOnSceneUnloaded; SceneManager.UnloadSceneAsync(sceneToReload); }
// Start is called before the first frame update void Awake() { trackCtrl = GetComponent <TrackController>(); uiCtrl = GetComponent <UI_Controller>(); logCtrl = GetComponent <Log_Controller>(); logCtrl.StartLogging(); }
/// <summary> /// Funzione di Setup /// </summary> /// <param name="_gm"></param> public void Setup(GameManager _gm) { gm = _gm; currentUICtrl = defaultUICtrl; currentUICtrl.Setup(gm); Init(); }
void Awake() { name = "UI"; DontDestroyOnLoad(gameObject); Instance = this; DisableAllMenu(); //DisableAllMenu ChangeState(8); //MainMenu }
public void OnConstructionButtonPress() { ResetBuildWindows(_constructButtonPanelOpen); _constructButtonPanelOpen = !_constructButtonPanelOpen; UI_Controller.SwitchToWindowView(_constructButtonPanelOpen, "Build", "ConstructionOptions"); }
public void OnZoneButtonPress() { ResetBuildWindows(_zoneButtonPanelOpen); _zoneButtonPanelOpen = !_zoneButtonPanelOpen; UI_Controller.SwitchToWindowView(_zoneButtonPanelOpen, "Build", "ZoneOptions"); }
public static void LoseGame() { if (isLost == false) { OnGameOver?.Invoke(); UI_Controller.SetActivePanel(UI_Controller.UI_Element.LoseGamePanel); } isLost = true; }
private void OnCollisionEnter(Collision collision) { if (mover && GameManager.Get().JuegoTerminado == false) { //var fwdSpeed = Vector3.Dot(rig.velocity, transform.forward); float auxVel = collision.relativeVelocity.magnitude;//con esta linea obtengo la velocidad del objeto segun la magnitud de su movimiento //(yo me entiendo). if (collision.gameObject.tag == "x2" && (int)auxVel <= velAterrizaje && this.gameObject.tag == "Jugador") { Quieto(); GameManager.Get().tipoTextoPuntaje = 1; UI_Controller.Get().buenAterrizaje = true; GameManager.Get().pantallaAterrizaje.SetActive(true); mover = false; puntos = puntos + 60; } if (collision.gameObject.tag == "x3" && (int)auxVel <= velAterrizaje && this.gameObject.tag == "Jugador") { Quieto(); GameManager.Get().tipoTextoPuntaje = 2; UI_Controller.Get().buenAterrizaje = true; GameManager.Get().pantallaAterrizaje.SetActive(true); mover = false; puntos = puntos + 90; } if (collision.gameObject.tag == "x4" && (int)auxVel <= velAterrizaje && this.gameObject.tag == "Jugador") { Quieto(); GameManager.Get().tipoTextoPuntaje = 3; UI_Controller.Get().buenAterrizaje = true; GameManager.Get().pantallaAterrizaje.SetActive(true); mover = false; puntos = puntos + 180; } if (collision.gameObject.tag == "x5" && (int)auxVel <= velAterrizaje && this.gameObject.tag == "Jugador") { Quieto(); GameManager.Get().tipoTextoPuntaje = 4; UI_Controller.Get().buenAterrizaje = true; GameManager.Get().pantallaAterrizaje.SetActive(true); mover = false; puntos = puntos + 250; } if ((collision.gameObject.tag == "ZonaMuerte") || (collision.gameObject.tag == "x2" && (int)auxVel > velAterrizaje) || (collision.gameObject.tag == "x3" && (int)auxVel > velAterrizaje) || (collision.gameObject.tag == "x4" && (int)auxVel > velAterrizaje) || (collision.gameObject.tag == "x5" && (int)auxVel > velAterrizaje)) { Quieto(); mover = false; UI_Controller.Get().buenAterrizaje = false; GameManager.Get().pantallaAterrizaje.SetActive(true); GameManager.Get().tipoTextoPuntaje = 0; } } }
public void OnBuildButtonPress() { ResetWindows(); _buildButtonPanelOpen = !_buildButtonPanelOpen; BuildingManager.Instance.inBuildingMode = _buildButtonPanelOpen; UI_Controller.ToggleWindowViewWithReset(_buildButtonPanelOpen, "Build", "BuildOptions"); }
public void Awake() { if (Instance == null) { Instance = this; } SetActivePanel(0); }
public override void Enter() { uiMng = context.GetGameManager().GetUIManager(); currentUICtrl = uiMng.GetCurrentUIController(); mainMenuPanel = currentUICtrl.GetMenu <UIMenu_MainMenu>(); currentUICtrl.SetCurrentMenu <UIMenu_MainMenu>(); mainMenuPanel.StartButtonPressed += HandleStartButtonPressed; }
private void Awake() { if (instance == null) { instance = this; } else if (instance != null) { Destroy(gameObject); } }
private void Awake() // 싱글턴 구성 { if (ui_instance == null) { ui_instance = this; // null이라면 자기자신을 할당 } else { // 씬에 두개 이상의 Gamemanager이 존재하므로 자기 자신 제거. Destroy(gameObject); } }
public override void Enter() { gm = context.GetGameManager(); groupCtrl = gm.GetLevelManager().GetGroupController(); uiMng = context.GetGameManager().GetUIManager(); currentUICtrl = uiMng.GetCurrentUIController(); endGamePanel = currentUICtrl.GetMenu <UIMenu_EndGame>(); endGamePanel.RetryButtonPressed += HandleRetryButtonPressed; groupCtrl.Enable(false); currentUICtrl.SetCurrentMenu <UIMenu_EndGame>(); }
private void CharacterDeath() { GameObject effect = Instantiate(deathEffect, transform.position, Quaternion.identity); Destroy(effect, 5.0f); Destroy(gameObject, 0.25f); // Отобразить UI проигрыша if (isPlayer) { UI_Controller ui_controller = FindObjectOfType <UI_Controller>(); ui_controller?.ShowPanel(); } }
private void Start() { if (_Instance != null) { Debug.Log("Err there are 2 instances of UI Controllers"); Destroy(this); } else { _Instance = this; DontDestroyOnLoad(this.gameObject); } UpdateResources(); TimeText.text = "0"; }
// Start is called before the first frame update void Start() { monedas = 0; scriptUI = UI.GetComponent <UI_Controller>(); _box = transform.GetComponent <BoxCollider2D>(); _rigidbody = GetComponent <Rigidbody2D>(); _animator = GetComponent <Animator>(); _weapon = GetComponentInChildren <Weapon>(); _renderer = GetComponent <Renderer>(); _original = _renderer.material.color; _box = GetComponent <BoxCollider2D>(); health = Max_health; inmunnity = gameObject.AddComponent <Timer>(); inmunnity.Duration = 0.5f; inmunnity.Run(); _facingRight = true; scriptUI.setVida((int)Max_health); }
private void HandleOnGroupDead() { groupCtrl.Enable(false); PoolManager.instance.ResetPoolObjects(ObjectTypes.Boss1Bullet); PoolManager.instance.ResetPoolObjects(ObjectTypes.PlayerBullet); UI_Controller currentUiCtrl = uiMng.GetCurrentUIController(); UIMenu_EndGame endGamePanel = currentUiCtrl.GetMenu <UIMenu_EndGame>(); if (endGamePanel != null) { endGamePanel.RetryButtonPressed += HandleOnRetry; currentUiCtrl.SetCurrentMenu <UIMenu_EndGame>(); } else { HandleOnRetry(); } }
void Start() { inventoryActive = false; isDelay = false; isAttackable = true; controllable = true; status = GetComponent <PlayerStatus>(); playerMove = GetComponent <PlayerMove>(); playerAnimation = GetComponentInChildren <PlayerAnimation>(); playerAttack = GetComponentInChildren <PlayerAttack>(); playerSkill = GetComponentInChildren <PlayerSkill>(); ui = Camera.main.GetComponent <UI_Controller>(); moveDirection = Vector2.zero; spriteDirection = Vector2.down; firstDirection = Vector2.zero; //플레이어와 적 간의 물리적 충돌 무시 (밀림현상 방지) Physics2D.IgnoreLayerCollision(LayerMask.NameToLayer("Player"), LayerMask.NameToLayer("Enemy"), true); }