// Use this for initialization void Start() { doorInterface = GameObject.FindObjectOfType <DoorInterface> (); xrayInterface = GameObject.FindObjectOfType <XRayInterface> (); console = GameObject.FindObjectOfType <XRayConsole> (); xRayTableSpot.enabled = false; userActions = new UserActions(); }
private void Start() { screenShotURI = baseURL + screenShotURI; cassetteSaveURI = baseURL + cassetteSaveURI; cassetteListURI = baseURL + cassetteListURI; cassetteCountURI = baseURL + cassetteCountURI; screenShotListURI = baseURL + screenShotListURI; shotCountURI = baseURL + shotCountURI; deleteCassURI = baseURL + deleteCassURI; deleteScreenShotURI = baseURL + deleteScreenShotURI; //DebugConsole.Log ("Starting application..."); startScreenWidth = Screen.width; console = controlPanel.GetComponent <XRayConsole> (); inventory = new Inventory(); invPointer.SetActive(false); pointer.SetActive(false); cassetteInputUI.SetActive(false); statsPanel.SetActive(false); cassToggle.SetActive(false); shotsToggle.SetActive(false); WindowRect = new Rect((Screen.width / 2) - 250, Screen.height / 2, 400, 200); //WindowInv = new Rect(Screen.width-220, 20, 204, 205); WindowScore = new Rect(20, 20, 200, 60); Camera[] cams = GameObject.FindObjectsOfType <Camera> (); foreach (Camera cam in cams) { cam.enabled = false; } cameras = new Camera[8]; cameras [0] = startCamera; cameras [1] = standingCassetteHolder; cameras [2] = xRayTable; cameras [3] = xRayLeftEntrance; startCamera.enabled = true; // X-Ray angle guage guageTransform = guage.transform; // set origin to starting position guageOrigin = new Quaternion(guageTransform.rotation.x, guageTransform.rotation.y, guageTransform.rotation.z, guageTransform.rotation.w); for (int x = 0; x < AboutTextLines.Length; x++) { MessageDisplayOnAbout += AboutTextLines[x] + " \n "; } MessageDisplayOnAbout += "Press Esc To Go Back"; toggleCamTriggers(false); insertedPlates = new InventoryItem[2]; DebugConsole.Log("Finished init..."); inventoryItemButtonBase.SetActive(false); infoButton1.SetActive(false); infoButton2.SetActive(false); infoButton3.SetActive(false); actionButton1.SetActive(false); actionButton2.SetActive(false); UnityEngine.UI.Button abtn = deleteBtn.GetComponent <UnityEngine.UI.Button> (); abtn.interactable = false; foreach (GameObject pt in pointerItems) { pt.AddComponent <ArrowPointer>(); } foreach (GameObject ipt in invPointerItems) { ipt.AddComponent <InventoryPointer>(); } refreshInventoryPanel(); }
// Use this for initialization void Start() { console = consoleObj.GetComponent <XRayConsole> (); }