// Use this for initialization void Start() { // makes sure there is a game manager present // Note: should be present in all World_* scripts if (FindObjectOfType<AnimalGameManager>() == null) { //_manager = gameObject.AddComponent<AnimalGameManager>(); GameObject newManager = new GameObject(); newManager.name = "manager"; newManager = Instantiate(newManager) as GameObject; newManager.AddComponent<AnimalGameManager>(); _manager = newManager.GetComponent<AnimalGameManager>(); _manager.Load(); } else { _manager = FindObjectOfType<AnimalGameManager>().GetComponent<AnimalGameManager>(); } // instantiates player at spawnpoint _manager.InstantiatePlayer(); _manager.PlayerAnimalObject.transform.position = GameObject.FindGameObjectWithTag("PlayerSpawnPoint").transform.position; Debug.Log("before load"); PrintLoadedData(); _manager.Load(); Debug.Log("after load"); PrintLoadedData(); StartCoroutine("BeginAi", 1f); // spawns Ui elements _uiSpawner = gameObject.AddComponent<UISpawner>(); _uiSpawner.SpawnUI(); // assigns Ui elements World_MainGame_UI _buttonSetup = gameObject.AddComponent<World_MainGame_UI>(); _buttonSetup.SetupButtons(); }
// Use this for initialization void Start() { // makes sure there is a game manager present // Note: should be present in all World_* scripts if (FindObjectOfType<AnimalGameManager>() == null) { //_gameManager = gameObject.AddComponent<AnimalGameManager>(); GameObject newManager = new GameObject(); newManager.name = "manager"; newManager = Instantiate(newManager) as GameObject; newManager.AddComponent<AnimalGameManager>(); _gameManager = newManager.GetComponent<AnimalGameManager>(); _gameManager.Load(); } else { _gameManager = FindObjectOfType<AnimalGameManager>().GetComponent<AnimalGameManager>(); } // instantiates player at spawnpoint _gameManager.InstantiatePlayer(); _gameManager.PlayerAnimalObject.transform.position = GameObject.FindGameObjectWithTag("PlayerSpawnPoint").transform.position; // slows player down to playable speed _gameManager.PlayerAnimalObject.GetComponent<Player1StickMovement>()._speed = .15f; // spawns Ui elements _uiSpawner = gameObject.AddComponent<UISpawner>(); _uiSpawner.SpawnUI(); // assigns Ui elements World_MiniGame_01_UI _buttonSetup = gameObject.AddComponent<World_MiniGame_01_UI>(); _buttonSetup.SetupButtons(); _buttonSetup.SetupPanels(); }
void Awake() { playerTrans = GameObject.FindGameObjectWithTag("Player").transform; // makes sure there is a game manager present // Note: should be present in all World_* scripts if (FindObjectOfType<AnimalGameManager>() == null) { //_gameManager = gameObject.AddComponent<AnimalGameManager>(); GameObject newManager = new GameObject(); newManager.name = "manager"; newManager = Instantiate(newManager) as GameObject; newManager.AddComponent<AnimalGameManager>(); _gameManager = newManager.GetComponent<AnimalGameManager>(); _gameManager.Load(); } else { _gameManager = FindObjectOfType<AnimalGameManager>().GetComponent<AnimalGameManager>(); } // instantiates player at spawnpoint _gameManager.InstantiatePlayer(); _gameManager.PlayerAnimalObject.transform.position = GameObject.Find("StartPoint").transform.position; //_gameManager.PlayerAnimalObject.transform.parent = (GameObject.Find("Player").transform.parent); _gameManager.PlayerAnimalObject.transform.parent = (GameObject.Find("Player").transform); _gameManager.PlayerAnimalObject.GetComponent<Rigidbody>().isKinematic = true; //Destroy(GetComponent<Rigidbody>()); platforms = new ArrayList(); fallinItems = new ArrayList(); SpawnPlatforms(25.0f); StartGame(); }