public override void Initialize() { base.Initialize (); crewmanager = transform.root.GetComponent<CrewManager> (); spawnPoint = transform.FindChild("DeployPoint"); rallyPoint = transform.FindChild("RallyPoint"); dockedunits = transform.FindChild("DockedUnits").gameObject; units = transform.root.FindChild ("Units").gameObject; initialized = true; }
public void Awake() { cm = this; Engineer = new CrewMember(); Engineer.initialize("Toby", CrewMember.CrewRole.Engineer, CrewMember.BackgroundInfo.Duster); Pilot = new CrewMember(); Pilot.initialize("Jim", CrewMember.CrewRole.Pilot, CrewMember.BackgroundInfo.Gun); Gunner = new CrewMember(); Gunner.initialize("Tim", CrewMember.CrewRole.Gunner, CrewMember.BackgroundInfo.Traderunner); Scientist = new CrewMember(); Scientist.initialize("Larry", CrewMember.CrewRole.Scientist, CrewMember.BackgroundInfo.Duster); }
void Awake() { // Need to set the singleton in Awake, to make sure that other scripts can access them // after their Awake functions are done if (S == null) { S = this; } else { Destroy(this); } }
private void Awake() { // Dont destroy this object when a new scene is loaded, unless... DontDestroyOnLoad(this); // There can be only ONE! if (_instance == null) { _instance = this; } else if (_instance != this) { Destroy(this.gameObject); } }
public override void Initialize() { crewmanager = GetComponent<CrewManager> (); crewpanel = (GameObject) Resources.Load ("Prefabs/UI/CrewPanel"); shippanel = (GameObject) Resources.Load ("Prefabs/UI/ShipPanel"); Canvas canvas = transform.FindChild ("CrewManagementCanvas").GetComponent<Canvas>(); crewbuttonorganizer = canvas.transform.FindChild ("Left Panel").GetComponent<ButtonOrganizer> (); postbuttonorganizer = canvas.transform.FindChild ("Right Panel").GetComponent<ButtonOrganizer> (); dockedunits = GameObject.FindGameObjectWithTag ("Mothership").transform.FindChild("DockedUnits").gameObject; foreach(GameObject g in GameObject.FindGameObjectsWithTag("Canvas")){ g.SetActive(false); //set all other canvases inactive to be sure there aren't multiple active } canvas.gameObject.SetActive (true); //activate the canvas we want guicrewlist = crewmanager.mastercrewlist;//get a local copy DisplayCrew(); DisplayShips (); }
void Start() { crewManager = CrewManager.S; }
//public GameObject expBar; public void Start() { instance = this; players = new Player[4]; }
public CrewSlot(PositionType position) { //constructor assignedposition = position; crewmanager = GameObject.FindGameObjectWithTag("Player1").GetComponent<CrewManager> (); //because it's not "on" a gameobject, you can't use root like I'd like. }