public void Start() { gameManager = GameManager.instance; dataManager = DataManager.instance; gameManager.OnPauseGame += GamePaused; activePowerUp = PowerUpTypes.None; activePowerUpData = new CoroutineData(); }
public void Start() { thisTransform = transform; gameManager = GameManager.instance; cameraController = CameraController.instance; pool = new List<CoinValueObject>(); poolIndex = 0; activeCoins = new List<CoinValueObject>(); gameManager.OnPauseGame += GamePaused; }
public void Start() { thisTransform = transform; thisAnimation = GetComponent<Animation>(); gameManager = GameManager.instance; thisTransform.position = spawnPosition; thisTransform.eulerAngles = spawnRotation; platformLayer = (1 << LayerMask.NameToLayer("Platform")) | (1 << LayerMask.NameToLayer("PlatformJump")) | (1 << LayerMask.NameToLayer("Floor")); // setup the animation wrap modes thisAnimation[idleAnimationName].wrapMode = WrapMode.Loop; thisAnimation[runAnimationName].wrapMode = WrapMode.Loop; thisAnimation[attackAnimationName].wrapMode = WrapMode.Once; thisAnimation.Play(idleAnimationName); GameManager.instance.OnStartGame += StartGame; }
public void Awake() { instance = this; }
public void Start() { gameManager = GameManager.instance; }
public void Start() { gameManager = GameManager.instance; dataManager = DataManager.instance; missionManager = MissionManager.instance; coinGUICollection = CoinGUICollection.instance; guiState = GUIState.MainMenu; inGamePowerUpData = new CoroutineData(); gameManager.OnPauseGame += GamePaused; lastClickTime = -clickDelay; // hide everything except the main menu screenTouch.SetActive(false); mainMenuPanel.SetActive(true); logoPanel.SetActive(true); inGameLeftPanel.SetActive(false); inGameTopPanel.SetActive(false); inGameRightPanel.SetActive(false); if (revivePanel != null) revivePanel.SetActive(false); endGamePanel.SetActive(false); storePanel.SetActive(false); statsPanel.SetActive(false); missionsPanel.SetActive(false); if (inGameMissionsPanel != null) inGameMissionsPanel.SetActive(false); pausePanel.SetActive(false); tutorialPanel.SetActive(false); }
public virtual void Start() { gameManager = GameManager.instance; playerAnimation = PlayerController.instance.GetComponent<PlayerAnimation>(); startLayer = gameObject.layer; if (destructionAnimation && isDestructible) { destructionAnimation[destructionAnimationName].wrapMode = WrapMode.Once; destructionDelay = new WaitForSeconds(0.2f); } collideWithPlayer = true; }
public void Init() { // deprecated variables warnings: if (jumpForce != 0 && jumpHeight == 0) { Debug.LogError("PlayerController.jumpForce is deprecated. Use jumpHeight instead."); jumpHeight = jumpForce; } if (jumpDownwardForce != 0 && gravity == 0) { Debug.LogError("PlayerController.jumpDownwardForce is deprecated. Use gravity instead."); gravity = jumpDownwardForce; } // rigidbody should no longer use gravity, be kinematic, and freeze all constraints Rigidbody playerRigibody = GetComponent<Rigidbody>(); if (playerRigibody != null) { if (playerRigibody.useGravity) { Debug.LogError("The rigidbody no longer needs to use gravity. Disabling."); playerRigibody.useGravity = false; } if (!playerRigibody.isKinematic) { Debug.LogError("The rigidbody should be kinematic. Enabling."); playerRigibody.isKinematic = true; } if (playerRigibody.constraints != RigidbodyConstraints.FreezeAll) { Debug.LogError("The rigidbody should freeze all constraints. The PlayerController will take care of the physics."); playerRigibody.constraints = RigidbodyConstraints.FreezeAll; } } cameraController = CameraController.instance; infiniteObjectGenerator = InfiniteObjectGenerator.instance; powerUpManager = PowerUpManager.instance; gameManager = GameManager.instance; if (attackType == AttackType.Projectile) { projectileManager = GetComponent<ProjectileManager>(); } platformLayer = 1 << LayerMask.NameToLayer("Platform"); floorLayer = 1 << LayerMask.NameToLayer("Floor"); wallLayer = 1 << LayerMask.NameToLayer("Wall"); obstacleLayer = 1 << LayerMask.NameToLayer("Obstacle"); thisTransform = transform; capsuleCollider = GetComponent<CapsuleCollider>(); playerAnimation = GetComponent<PlayerAnimation>(); playerAnimation.Init(); startPosition = thisTransform.position; startRotation = thisTransform.rotation; slideData = new CoroutineData(); stumbleData = new CoroutineData(); forwardSpeeds.Init(); // determine the fastest and the slowest forward speeds forwardSpeeds.GetMinMaxValue(out minForwardSpeed, out maxForwardSpeed); forwardSpeedDelta = maxForwardSpeed - minForwardSpeed; if (forwardSpeedDelta == 0) { playerAnimation.SetRunSpeed(1, 1); } ResetValues(false); enabled = false; }