예제 #1
0
 //! This class contains all functions called by the input manager.
 public ActionManager(PlayerController playerController)
 {
     this.playerController = playerController;
     hotbar      = playerController.gameObject.GetComponent <HotBar>();
     meshManager = playerController.gameManager.meshManager;
 }
예제 #2
0
    //! Called by unity engine on start up to initialize variables.
    public void Start()
    {
        // Get a reference to the player.
        player = GameObject.Find("Player").GetComponent <PlayerController>();

        // Get a reference to the rocket.
        rocketScript = rocketObject.GetComponent <Rocket>();

        // Initiate meteor shower location list.
        meteorShowerLocationList = new List <Vector3>();

        // Create the hazard manager.
        hazardManager = new HazardManager(this);

        // Create the combined mesh manager.
        meshManager = new CombinedMeshManager(this);

        // Create an object list to hold the player's most recently built objects for the 'undo' function.
        undoBlocks = new List <Block>();

        // Create mod block name list.
        modBlockNames   = new List <string>();
        modBlockHolders = new List <GameObject[]>();

        // Load chunk size setting.
        int cs = PlayerPrefs.GetInt("chunkSize");

        chunkSize = cs > 0 ? cs : 40;

        // Load chunk size setting.
        float simSpeed = PlayerPrefs.GetFloat("simulationSpeed");

        simulationSpeed = simSpeed > 0 ? simSpeed : 0.02f;

        // Create initial iron block holder for mesh manager.
        GameObject ironInit = Instantiate(ironHolder, transform.position, transform.rotation);

        ironInit.transform.parent = builtObjects.transform;
        ironInit.GetComponent <MeshPainter>().ID = 0;
        ironInit.SetActive(false);
        ironHolders = new GameObject[] { ironInit };

        // Create initial iron block holder for mesh manager.
        GameObject glassInit = Instantiate(glassHolder, transform.position, transform.rotation);

        glassInit.transform.parent = builtObjects.transform;
        glassInit.GetComponent <MeshPainter>().ID = 0;
        glassInit.SetActive(false);
        glassHolders = new GameObject[] { glassInit };

        // Create initial iron block holder for mesh manager.
        GameObject steelInit = Instantiate(steelHolder, transform.position, transform.rotation);

        steelInit.transform.parent = builtObjects.transform;
        steelInit.GetComponent <MeshPainter>().ID = 0;
        steelInit.SetActive(false);
        steelHolders = new GameObject[] { steelInit };

        // Create initial iron block holder for mesh manager.
        GameObject brickInit = Instantiate(brickHolder, transform.position, transform.rotation);

        brickInit.transform.parent = builtObjects.transform;
        brickInit.GetComponent <MeshPainter>().ID = 0;
        brickInit.SetActive(false);
        brickHolders = new GameObject[] { brickInit };
    }