/// <summary> /// Set reference to instances /// </summary> private void Start() { additiveSceneManager = GameObject.FindGameObjectWithTag("AdditiveSceneManager").GetComponent <AdditiveSceneManager>(); defaultPos = this.transform.localPosition; defaultRot = this.transform.localRotation; grab = this.GetComponent <SenseGlove_Grabable>(); }
void Start() { cam = Camera.main; shipStats = FindObjectOfType <ShipStats>(); additiveSceneManager = FindObjectOfType <AdditiveSceneManager>(); winSound = false; }
/// <summary> /// Activates or deactivates the displays, depending on the current scene and if stereovision is active /// </summary> private void SetDisplaystate() { Scenes s = AdditiveSceneManager.GetCurrentScene(); //if (currentScene == s) //{ // return; //} currentScene = s; inHUD = currentScene == Scenes.HUD; _leftPlane.SetActive(inHUD && animusManager.openModalitiesSuccess); _rightPlane.SetActive(stereovision && inHUD && animusManager.openModalitiesSuccess); if (!stereovision) { camRight.stereoTargetEye = StereoTargetEyeMask.None; camLeft.stereoTargetEye = StereoTargetEyeMask.Both; } else { camRight.stereoTargetEye = StereoTargetEyeMask.Right; camLeft.stereoTargetEye = StereoTargetEyeMask.Left; } }
private void SetThisAsSingleton() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
/// <summary> /// Set reference to instances. /// Load construct as initial state. /// </summary> void Start() { constructFXManager = GameObject.FindGameObjectWithTag("ConstructFXManager").GetComponent <ConstructFXManager>(); additiveSceneManager = GameObject.FindGameObjectWithTag("AdditiveSceneManager").GetComponent <AdditiveSceneManager>(); transitionManager = GameObject.FindGameObjectWithTag("TransitionManager").GetComponent <TransitionManager>(); leftSenseGlove = GameObject.FindGameObjectWithTag("SenseGloveLeft"); rightSenseGlove = GameObject.FindGameObjectWithTag("SenseGloveRight"); leftSenseGlove.SetActive(false); rightSenseGlove.SetActive(false); additiveSceneManager.ChangeScene(Scenes.CONSTRUCT, null, null, DelegateBeforeConstructLoad, DelegateAfterConstructLoad); currentState = States.Construct; }
private void Awake() { //Singleton pattern if (instance) { Destroy(gameObject); } else { instance = this; DontDestroyOnLoad(gameObject); asm = FindObjectOfType <AdditiveSceneManager>(); } }
private void Awake() { //Singleton pattern if (instance) { Destroy(gameObject); } else { instance = this; } ship = FindObjectOfType <ShipStats>(); tick = FindObjectOfType <Tick>(); asm = FindObjectOfType <AdditiveSceneManager>(); campMan = GetComponent <CampaignManager>(); }
private void SpawnContiguousScenes() { AdditiveSceneManager sm = FindObjectOfType <AdditiveSceneManager>(); int currentSceneIdx = sm.gameObject.scene.buildIndex; if (currentSceneIdx <= sm._bootSceneIdx + 1) //Only load next Scene { SceneManager.LoadSceneAsync(currentSceneIdx + 1, LoadSceneMode.Additive); } else if (currentSceneIdx >= SceneManager.sceneCountInBuildSettings - 1) //Only load previous Scene { SceneManager.LoadSceneAsync(currentSceneIdx - 1, LoadSceneMode.Additive); } else //Load both scenes { SceneManager.LoadSceneAsync(currentSceneIdx + 1, LoadSceneMode.Additive); SceneManager.LoadSceneAsync(currentSceneIdx - 1, LoadSceneMode.Additive); } }
/// <summary> /// Set reference to instances. /// Load construct as initial state. /// </summary> void Start() { constructFXManager = GameObject.FindGameObjectWithTag("ConstructFXManager").GetComponent <ConstructFXManager>(); additiveSceneManager = GameObject.FindGameObjectWithTag("AdditiveSceneManager").GetComponent <AdditiveSceneManager>(); transitionManager = GameObject.FindGameObjectWithTag("TransitionManager").GetComponent <TransitionManager>(); leftSenseGlove = GameObject.FindGameObjectWithTag("SenseGloveLeft"); rightSenseGlove = GameObject.FindGameObjectWithTag("SenseGloveRight"); leftSenseGlove.SetActive(false); rightSenseGlove.SetActive(false); bioIks = FindObjectsOfType <BioIK.BioIK>(); //additiveSceneManager.ChangeScene(Scenes.CONSTRUCT, null, null, DelegateBeforeConstructLoad, DelegateAfterConstructLoad); //currentState = States.Construct; additiveSceneManager.ChangeScene(Scenes.TRAINING, null, null, null, DelegateAfterTrainingLoad); currentState = States.Training; visitedStates.Add(States.Training); }
/// <summary> /// Sets the instance of the GameManager using the Singleton pattern. /// Finds the AdditiveSceneManager and sets it to additiveSceneManager. /// </summary> private void Awake() { // Singleton pattern that makes sure that there is only one GameManager if (instance) { Destroy(gameObject); } else { instance = this; } // Sets the reference to the AdditiveSceneManager in the active scene. additiveSceneManager = FindObjectOfType <AdditiveSceneManager>(); // Sets the reference to the JobManager in the active scene jobManager = FindObjectOfType <JobManager>(); ship = FindObjectOfType <ShipStats>(); }
/// <summary> /// Manage toastr timer. /// </summary> protected override void UpdateInClass() { // Check if hud is active to manage timer correctly. if (AdditiveSceneManager.CurrentSceneContainsHud()) { if (IsToastrTemplateInQueue() && view != null) { ToastrTemplate toastrToInstantiate = toastrToInstantiateQueue.Dequeue(); toastrActiveQueue.Enqueue(toastrToInstantiate); ((ToastrView)view).CreateNewToastr(toastrToInstantiate); if (toastrActiveQueue.Count == 1) { timer.SetTimer(toastrActiveQueue.Peek().toastrDuration, DestroyToastr); } } if (toastrActiveQueue.Count != 0) { timer.LetTimePass(Time.deltaTime); } } }
// Start is called before the first frame update void Awake() { //Singleton pattern if (instance) { instance.myCanvas = myCanvas; instance.cheatModeActiveText = cheatModeActiveText; instance.helpMenu = helpMenu; instance.myCanvas.SetActive(false); instance.cheatModeActiveText.SetActive(instance.showingActiveText); instance.helpMenu.SetActive(instance.showingHelpMenu); Destroy(gameObject); } else { instance = this; DontDestroyOnLoad(gameObject); } es = FindObjectOfType <EventSystem>(); campMan = FindObjectOfType <CampaignManager>(); thisShip = FindObjectOfType <ShipStats>(); jm = FindObjectOfType <JobManager>(); asm = FindObjectOfType <AdditiveSceneManager>(); //myCanvas.SetActive(false); cheatModeActiveText.SetActive(true); showingActiveText = true; helpMenu.SetActive(false); showingHelpMenu = false; inMinigameTest = false; }
private void Start() { additiveSceneManager = FindObjectOfType <AdditiveSceneManager>(); returnButton.SetActive(false); }
private void Awake() { _sceneManager = transform.parent.gameObject.GetComponent <AdditiveSceneManager>(); }
// Use this for initialization void Start() { AdditiveSceneManager.loadScene(1); }
public void onclick() { AdditiveSceneManager.unloadScene(1); AdditiveSceneManager.loadScene(2); AdditiveSceneManager.loadScene(3); }