public override void Initialize() { /* * RebuildPartySlots(); * * InputEventHandler.OnIssueTaskComplete -= OnCommandComplete; * InputEventHandler.OnIssueTaskComplete += OnCommandComplete; * InputEventHandler.OnGamePause -= UpdateButtonState; * InputEventHandler.OnGamePause += UpdateButtonState; * InputEventHandler.OnGameUnpause -= UpdateButtonState; * InputEventHandler.OnGameUnpause += UpdateButtonState; * InputEventHandler.OnSelectActiveMember -= OnSelectActiveMember; * InputEventHandler.OnSelectActiveMember += OnSelectActiveMember; * * * UIEventHandler.OnOpenWindow -= UpdateButtonState; * UIEventHandler.OnOpenWindow += UpdateButtonState; * UIEventHandler.OnCloseWindow -= UpdateButtonState; * UIEventHandler.OnCloseWindow += UpdateButtonState; * * UpdateButtonState(); */ EnergyMeter.Initialize(1); StaminaMeter.Initialize(1); HealthMeter.Initialize(1); RadioInfectMeter.Initialize(0.7f); GeigerCounter.Initialize(0); _isShowingRadiation = true; RadiationSymbol.alpha = 0.75f; InfectionSymbol.alpha = 0; FlipSwitch1.alpha = 1; FlipSwitch2.alpha = 0; Compass.Initialize(); NGUITools.SetActive(HelpText.gameObject, false); NGUITools.SetActive(DeathLabel.gameObject, false); OnUpdateTotalAmmo(); _boostIndicators = new Dictionary <PlayerBoostType, UISprite>(); _boostIndicators.Add(PlayerBoostType.MaxStamina, IndicatorSprites[2]); CharacterEventHandler characterEvent = GameManager.Inst.PlayerControl.SelectedPC.MyEventHandler; characterEvent.OnSelectWeapon -= OnPullOut; characterEvent.OnSelectWeapon += OnPullOut; characterEvent.OnPutAwayWeapon -= OnPutAway; characterEvent.OnPutAwayWeapon += OnPutAway; _messages = new Stack <string>(); _bloodLevel = 0; _updateScalingTimer = 3; }
public void Initialize(Music music) { this.music = music; //setiting compass compass = this.GetComponent <Compass>(); compass.Initialize(music, spawners[0].getOffset()); //set compass to follow the music compass.step += CallSpawn; //synchronize spawn in compass round = 1; spawners[0].Initialize(); spawners[1].Initialize(); }