private static bool SetPersistentEngine() { if (persistentEnginePrefab == null) { StateHandler stateHandler = UnityVersionHandler.GetKickStarterComponent <StateHandler>(); if (stateHandler) { persistentEnginePrefab = stateHandler.gameObject; } else { GameObject newPersistentEngine = null; try { newPersistentEngine = (GameObject)Instantiate(Resources.Load(Resource.persistentEngine)); newPersistentEngine.name = AdvGame.GetName(Resource.persistentEngine); } catch (System.Exception e) { ACDebug.LogWarning("Could not create PersistentEngine - make sure " + Resource.persistentEngine + ", prefab is present in a Resources folder. Exception: " + e); } if (newPersistentEngine) { #if UNITY_EDITOR if (!TestPersistentEngine(newPersistentEngine)) { return(false); } #endif persistentEnginePrefab = newPersistentEngine; stateHandler = persistentEnginePrefab.GetComponent <StateHandler>(); stateHandler.Initialise(); return(true); } } } if (stateHandler) { stateHandler.RegisterInitialConstantIDs(); } return(true); }
/** * <summary>Unsets the values of all script variables, so that they can be re-assigned to the correct scene if multiple scenes are open.</summary> */ public void ClearVariables() { playerPrefab = null; mainCameraPrefab = null; persistentEnginePrefab = null; gameEnginePrefab = null; // Managers sceneManagerPrefab = null; settingsManagerPrefab = null; actionsManagerPrefab = null; variablesManagerPrefab = null; inventoryManagerPrefab = null; speechManagerPrefab = null; cursorManagerPrefab = null; menuManagerPrefab = null; // PersistentEngine components optionsComponent = null; runtimeInventoryComponent = null; runtimeVariablesComponent = null; playerMenusComponent = null; stateHandlerComponent = null; sceneChangerComponent = null; saveSystemComponent = null; levelStorageComponent = null; runtimeLanguagesComponent = null; actionListAssetManagerComponent = null; // GameEngine components menuSystemComponent = null; dialogComponent = null; playerInputComponent = null; playerInteractionComponent = null; playerMovementComponent = null; playerCursorComponent = null; playerQTEComponent = null; sceneSettingsComponent = null; navigationManagerComponent = null; actionListManagerComponent = null; localVariablesComponent = null; menuPreviewComponent = null; eventManagerComponent = null; SetGameEngine(); }
private void Start () { if (GameObject.FindWithTag (Tags.persistentEngine) && GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>()) { stateHandler = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>(); } if (GameObject.FindWithTag (Tags.persistentEngine) && GameObject.FindWithTag (Tags.persistentEngine).GetComponent <RuntimeInventory>()) { runtimeInventory = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <RuntimeInventory>(); } if (GameObject.FindWithTag (Tags.persistentEngine) && GameObject.FindWithTag (Tags.persistentEngine).GetComponent <PlayerMenus>()) { playerMenus = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <PlayerMenus>(); } }
private void Start () { if (GameObject.FindWithTag (Tags.persistentEngine) && GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>()) { stateHandler = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>(); } /*if (!useParameters) { foreach (Action action in actions) { if (action != null) { action.AssignValues (null); } } } */ }
private static void SetPersistentEngine() { if (persistentEnginePrefab == null) { StateHandler stateHandler = UnityVersionHandler.GetKickStarterComponent <StateHandler>(); if (stateHandler != null) { persistentEnginePrefab = stateHandler.gameObject; } else { try { persistentEnginePrefab = (GameObject)Instantiate(Resources.Load(Resource.persistentEngine)); persistentEnginePrefab.name = AdvGame.GetName(Resource.persistentEngine); } catch { } stateHandler = persistentEnginePrefab.GetComponent <StateHandler>(); stateHandler.OnAwake(); } } }
override public float Run () { if (speechManager == null) { speechManager = AdvGame.GetReferences ().speechManager; } if (speechManager == null) { Debug.Log ("No Speech Manager present"); return 0f; } dialog = GameObject.FindWithTag(Tags.gameEngine).GetComponent <Dialog>(); stateHandler = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>(); if (dialog && stateHandler) { if (!isRunning) { stopAction = false; isRunning = true; splitDelay = false; splitNumber = 0; endTime = Time.time + StartSpeech (); if (isBackground) { isRunning = false; return 0f; } return defaultPauseTime; } else { if (stopAction) { isRunning = false; return 0; } if (!dialog.isMessageAlive) { if (speechManager.separateLines) { if (!splitDelay) { // Begin pause if more lines are present splitNumber ++; string[] textArray = messageText.Split ('\n'); if (textArray.Length > splitNumber) { // Still got more to go, so pause for a moment splitDelay = true; return speechManager.separateLinePause; } // else finished } else { // Show next line splitDelay = false; endTime = Time.time + StartSpeech (); return defaultPauseTime; } } if (waitTimeOffset <= 0f) { isRunning = false; return 0f; } else { stopAction = true; return waitTimeOffset; } } else { if (speechManager.displayForever || dialog.pauseGap) { return defaultPauseTime; } if (speechManager.separateLines) { return defaultPauseTime; } if (!dialog.HasPausing ()) { // Ignore this if we're using [wait] tokens if (Time.time < endTime) { return defaultPauseTime; } else { isRunning = false; return 0f; } } } } } return 0f; }
private void OnDestroy () { playerInput = null; stateHandler = null; runtimeInventory = null; }
private void Start () { stateHandler = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>(); }
private void OnDestroy () { playerInput = null; stateHandler = null; }
/** * <summary>Unsets the values of all script variables, so that they can be re-assigned to the correct scene if multiple scenes are open.</summary> */ public void ClearVariables() { playerPrefab = null; mainCameraPrefab = null; persistentEnginePrefab = null; gameEnginePrefab = null; // Managers sceneManagerPrefab = null; settingsManagerPrefab = null; actionsManagerPrefab = null; variablesManagerPrefab = null; inventoryManagerPrefab = null; speechManagerPrefab = null; cursorManagerPrefab = null; menuManagerPrefab = null; // PersistentEngine components optionsComponent = null; runtimeInventoryComponent = null; runtimeVariablesComponent = null; playerMenusComponent = null; stateHandlerComponent = null; sceneChangerComponent = null; saveSystemComponent = null; levelStorageComponent = null; runtimeLanguagesComponent = null; // GameEngine components menuSystemComponent = null; dialogComponent = null; playerInputComponent = null; playerInteractionComponent = null; playerMovementComponent = null; playerCursorComponent = null; playerQTEComponent = null; sceneSettingsComponent = null; navigationManagerComponent = null; actionListManagerComponent = null; localVariablesComponent = null; menuPreviewComponent = null; SetGameEngine (); }
private void OnDestroy () { actionListManager = null; stateHandler = null; }
private void OnDestroy () { actionListManager = null; dialog = null; playerInput = null; playerInteraction = null; menuSystem = null; stateHandler = null; options = null; menus = null; runtimeInventory = null; settingsManager = null; cursorManager = null; speechManager = null; menuManager = null; sceneSettings = null; }
private void GetReferences () { settingsManager = AdvGame.GetReferences ().settingsManager; if (settingsManager.IsInLoadingScene ()) { return; } speechManager = AdvGame.GetReferences ().speechManager; cursorManager = AdvGame.GetReferences ().cursorManager; menuManager = AdvGame.GetReferences ().menuManager; playerCursor = GameObject.FindWithTag (Tags.gameEngine).GetComponent <PlayerCursor>(); actionListManager = playerCursor.GetComponent <ActionListManager>(); playerInput = playerCursor.GetComponent <PlayerInput>(); playerInteraction = playerCursor.GetComponent <PlayerInteraction>(); menuSystem = playerCursor.GetComponent <MenuSystem>(); dialog = playerCursor.GetComponent <Dialog>(); sceneSettings = playerCursor.GetComponent <SceneSettings>(); stateHandler = this.GetComponent <StateHandler>(); options = this.GetComponent <Options>(); runtimeInventory = this.GetComponent <RuntimeInventory>(); }
private void OnDestroy () { stateHandler = null; runtimeInventory = null; settingsManager = null; actionListManager = null; playerInteraction = null; }
private void Start () { if (GameObject.FindWithTag (Tags.persistentEngine)) { if (GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>()) { stateHandler = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>(); } if (GameObject.FindWithTag (Tags.persistentEngine).GetComponent <RuntimeInventory>()) { runtimeInventory = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <RuntimeInventory>(); } } if (settingsManager.movementMethod == MovementMethod.UltimateFPS) { UltimateFPSIntegration.SetCameraState (cursorIsLocked); } if (settingsManager.offsetTouchCursor) { mousePosition = xboxCursor; } }
private void OnDestroy () { stateHandler = null; runtimeInventory = null; playerInput = null; playerInteraction = null; playerMenus = null; }