// Use this for initialization void Start() { _update_action = new UnityAction[] { update__grab_to_plane, update__wait_release_grab, update__wind_rotate, update__play_gravity, update__wait_relax }; _anim = GetComponent <Animator>(); _wing_mesh = freestyle_point.Find("Plane").gameObject; _wing_bone = freestyle_point.Find("wing").gameObject; _pause = FindObjectOfType <als_game_manage>(); _tutorial_menu = FindObjectOfType <als_tutorial_menu>(); _max_help = (PlayerPrefs.GetInt("control_layout", 0) == 1 ? 7 : 5); _camera = FindObjectOfType <als_camera_movement>(); _camera.lookat_disable(); _gravity = Physics2D.gravity; gymnast.disable_control(float.MaxValue); //_anim.Play("level00_camera_start2"); }
// initialization void Awake() { _anims.Add("ungrab"); if (PlayerPrefs.GetInt("control_layout", 0) == 1) { _anims.Add("direct_arm"); _anims.Add("direct_leg"); _anims.Add("group_arm"); _anims.Add("group_leg"); _anims.Add("roll"); _anims.Add("relax"); _anims.Add("how2roll"); _anims.Add("how2jump"); _anims.Add("how2fly"); _anims.Add("how2grab"); _anims.Add("how2swing"); } else { _anims.Add("direct_all"); _anims.Add("jump"); _anims.Add("roll2"); _anims.Add("relax"); _anims.Add("relax"); //reserve copy for next index _anims.Add("relax"); //reserve copy for next index _anims.Add("how2roll2"); _anims.Add("how2jump2"); _anims.Add("how2fly"); _anims.Add("how2grab"); _anims.Add("how2swing2"); } _xml.load_text_asset("_tutorial"); // мультиязычный текст и файла txt_continue.text = _xml.get_single_node("root/help/continue"); _pause = FindObjectOfType <als_game_manage>(); _visibility = transform.GetChild(0).gameObject; _anim = _visibility.GetComponent <Animator>(); }