// TODO: optimize. Do not call GetComponent in Update void Update() { if (animating && animateAdvCam) { advCamera.transform.position = cam.transform.position; if (cam) { advCamera.SetNewCameraSize(cam.orthographicSize); } if (elroy && elroy.IsWalking()) { animating = false; PersistentEngine.activeCamera = advCamera.GetComponent <Camera>(); advCamera.transform.position = cam.transform.position; advCamera.GetComponent <Camera>().enabled = true; advCamera.forcedCameraBoundaries = true; advCamera.inCloseUp = false; advCamera.followCameraObject = false; advCamera.canZoom = true; advCamera.SetNewCameraSize(advCamStartSize); cam.enabled = false; } } }
void Awake() { float starttime = Time.realtimeSinceStartup; Debug.Log("Global Awake: Init: " + starttime); if (SceneManager.GetActiveScene().buildIndex == 0) { initialized = false; state = new Hashtable(); Initialize(); } isMobileScreen = isSmallScreenL; var men = Resources.Load("prefabs/Menus") as GameObject; var meni = Instantiate(men); meni.name = "Menus"; var dt = Resources.Load("prefabs/CharacterDialogText") as GameObject; var dti = Instantiate(dt); dti.name = "CharacterDialogText"; var dc = Resources.Load("prefabs/DialogControl") as GameObject; var dci = Instantiate(dc); dci.name = "DialogControl"; PersistentEngine.characterDialogText = dti.GetComponent <CharacterDialogText>(); player = GameObject.FindObjectOfType <Player>() ? GameObject.FindObjectOfType <Player>().GetComponent <Player>() : null; advCamera = GameObject.Find("MainCamera") ? GameObject.Find("MainCamera").GetComponent <AdvCamera>() : null; if (advCamera == null) { advCamera = GameObject.Find("Main Camera Runner") ? GameObject.Find("Main Camera Runner").GetComponent <AdvCamera>() : null; } navMeshAgent = GameObject.Find("NavmeshAgent") ? GameObject.Find("NavmeshAgent").GetComponent <UnityEngine.AI.NavMeshAgent>() : null; scene = GameObject.Find("Scene") ? GameObject.Find("Scene").GetComponent <Scene>() : null; customCursor = GameObject.Find("CustomCursor") ? GameObject.Find("CustomCursor").GetComponent <CustomCursor>() : null; customCursor.gameObject.SetActive(true); if (advCamera && PersistentEngine.activeCamera == null) { PersistentEngine.activeCamera = advCamera.GetComponent <Camera>(); } if (PersistentEngine.activeCamera == null && Camera.main) { PersistentEngine.activeCamera = Camera.main; } bool inBuildSettings = true; String current = SceneManager.GetActiveScene().path; var bf = Resources.Load("prefabs/BlackFade") as GameObject; var bfi = Instantiate(bf); bfi.name = "BlackFade"; GameObject Fade = GameObject.Find("BlackFade"); blackFade = Fade.GetComponent <SpriteRenderer>(); if (!inBuildSettings || SceneManager.GetActiveScene().buildIndex < SceneManager.sceneCountInBuildSettings - 1) { audioManager = GameObject.Find("AudioManager").GetComponent <AudioManager>(); audioManager.Initialise(); SetMusic(GetState("Global music") == 1 || GetState("Global music") == -1); SetSound(GetState("Global sound") == 1 || GetState("Global sound") == -1); int?savegameSlot = GetState("Global Savegame"); if (savegameSlot == null) { savegameSlot = 1; } SetSavegame((int)savegameSlot); if (SceneManager.GetActiveScene().buildIndex > 0 && GetState("Global level") != SceneManager.GetActiveScene().buildIndex) { SetState("Global level", SceneManager.GetActiveScene().buildIndex, true); } float endTime = Time.realtimeSinceStartup; float timePassed = endTime - starttime; Debug.Log("Global Awake: Init End: " + endTime + " time passed: " + timePassed); } blackFade.color = new Color(1, 1, 1, 1); if (string.IsNullOrEmpty(GetArrivalDoor()) && !string.IsNullOrEmpty(arrivalDoor)) { SetArrivalDoor(arrivalDoor); } }