상속: MonoBehaviour
예제 #1
0
 // Use this for initialization
 void Start()
 {
     thePlayer = FindObjectOfType <PlayerController> ();
     fading    = GetComponent <Fading> ();
     dMan      = FindObjectOfType <DialogueManager> ();
     dHold     = GetComponent <DialogueHolder> ();
 }
예제 #2
0
    void ControlWinLoseGroupElements()
    {
        StartCoroutine(Fading.FadeUIGraphic <Text>(1f, 0f, 0.05f, t_lvlnumber));
        winloseGroup.SetActive(true);
        StartCoroutine(Fading.FadeUIGraphic <Image>(0f, 0.6f, 0.05f, i_panel));
        StartCoroutine(Fading.FadeUIGraphic <Text>(0f, 1f, 0.1f, t_winloseheader, 1f));
        StartCoroutine(Fading.FadeUIGraphic <Text>(0f, 1f, 0.1f, t_winlosereason, 1f));
        StartCoroutine(Fading.FadeUIGraphic <Text>(0f, 1f, 0.1f, t_scoreheader, 1.5f));
        StartCoroutine(Fading.FadeUIGraphic <Text>(0f, 1f, 0.1f, t_score, 1.5f));
        StartCoroutine(Fading.FadeUIGraphic <Image>(0f, 1f, 0.1f, i_next, 3f));
        b_menu.interactable = false;
        StartCoroutine(Fading.FadeUIGraphic <Image>(1f, 0f, 0.05f, i_menu));
        if (isClassicMode)
        {
            b_restart.interactable = false;
            StartCoroutine(Fading.FadeUIGraphic <Image>(1f, 0f, 0.05f, i_restart));
        }
        if (!isClassicMode)
        {
            StartCoroutine(Fading.FadeUIGraphic <Text>(1f, 0f, 0.05f, t_timer));
            StartCoroutine(Fading.FadeUIGraphic <Text>(0f, 1f, 0.1f, t_timerheader, 1.5f));
            StartCoroutine(Fading.FadeUIGraphic <Text>(0f, 1f, 0.1f, t_winlosetimer, 1.5f));
            StartCoroutine(Fading.FadeUIGraphic <Text>(0f, 1f, 0.1f, t_cntdownheader, 1.8f));
            StartCoroutine(Fading.FadeUIGraphic <Text>(0f, 1f, 0.1f, t_winlosecntdown, 1.8f));
            StartCoroutine(Fading.FadeUIGraphic <Text>(0f, 1f, 0.1f, t_scoreheader, 2.1f));
            StartCoroutine(Fading.FadeUIGraphic <Text>(0f, 1f, 0.1f, t_score, 2.1f));

            t_winlosetimer.text = string.Format("{0:F1}", timer);
        }
        t_score.text = string.Format("{0:D}", winLoseManager.score);
    }
        // Update is called once per frame
        void Update()
        {
            switch (fading)
            {
            case Fading.FADE_IN:
                alpha += 0.05f;
                colorChilds(new Color(1, 1, 1, alpha));
                if (alpha >= 1)
                {
                    fading = Fading.NONE;
                }
                break;

            case Fading.FADE_OUT:
                alpha -= 0.05f;
                colorChilds(new Color(1, 1, 1, alpha));
                if (alpha <= 0)
                {
                    fading = Fading.NONE;
                    destroyChilds();
                }
                break;

            case Fading.NONE:
            default:
                break;
            }
        }
예제 #4
0
    public void CalculateTimeBonus()
    {
        t_timebonus.color = new Color(t_timebonus.color.r, t_timebonus.color.g, t_timebonus.color.b, 1f);
        switch (comboDisplays)
        {
        case 2:
            timeBonus = 0.5f;
            break;

        case 3:
            timeBonus = 1.5f;
            break;

        case 4:
            timeBonus = 3f;
            break;

        case 5:
            timeBonus = 6f;
            break;
        }
        if (comboDisplays > 5)
        {
            timeBonus = comboDisplays * 2f;
        }

        StopCoroutine(timerCor);
        timerCor         = StartCoroutine(Fading.TimeCounter(timer + timeBonus, 0f, nowtime => timer = nowtime, isFinished => timeIsOut = isFinished));
        t_timebonus.text = string.Format("+{0:F1} bonus", timeBonus);
        if (comboDisplays > 5)
        {
            t_timebonus.text += "!";
        }
        StartCoroutine(Fading.FadeUIGraphic <Text>(1f, 0f, 0.2f, t_timebonus, 1.2f));
    }
예제 #5
0
    void SetInitialReferences()
    {
        if (LawContainers.Length != lawContentStrings.Length)
        {
            //Debug.LogError("There must be 1 textbox for each laws");
        }

        for (int i = 0; i < LawContainers.Length; i++)
        {
            Transform container = LawContainers[i].transform;
            TMP_Text  lawTitle  =
                container.Find("LawPanel/Text (TMP)").GetComponent <TMP_Text>();
            TMP_Text lawContent = container.Find("ContentPanel/Text (TMP)")
                                  .GetComponent <TMP_Text>();
            lawTitleTMP.Add(lawTitle);
            lawContentTMP.Add(lawContent);
        }

        mainTitleTMP = transform.Find("Panel/TitlePanel/Text (TMP)")
                       .GetComponent <TMP_Text>();

        _glitchEffect         = FindObjectOfType <GlitchEffect>();
        _glitchEffect.enabled = false;

        _fader = FindObjectOfType <Fading>();
    }
예제 #6
0
    private void Update()
    {
        if (fading > Fading.None)
        {
            fadeElapsed = Mathf.Clamp(fadeElapsed + Time.deltaTime, 0, fadeDuration);

            if (fading == Fading.In)
            {
                canvasGroup.alpha = Mathf.Clamp01(fadeElapsed / fadeDuration);
                if (canvasGroup.alpha == 1)
                {
                    closeAtTime = displayLength + Time.timeSinceLevelLoad;
                }
            }
            else if (fading == Fading.Out)
            {
                canvasGroup.alpha = Mathf.Clamp01(1 - (fadeElapsed / fadeDuration));
            }

            if (fadeElapsed == fadeDuration)
            {
                fading = Fading.None;
            }
        }
        else if (canvasGroup.alpha == 1)
        {
            if (Time.timeSinceLevelLoad >= closeAtTime)
            {
                Hide();
            }
        }
    }
예제 #7
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        public override void ApplyState(Gum.DataTypes.Variables.StateSave state)
        {
            bool matches = this.ElementSave.AllStates.Contains(state);

            if (matches)
            {
                var category = this.ElementSave.Categories.FirstOrDefault(item => item.States.Contains(state));
                if (category == null)
                {
                    if (state.Name == "Default")
                    {
                        this.mCurrentVariableState = VariableState.Default;
                    }
                }
                else if (category.Name == "Fading")
                {
                    if (state.Name == "Faded")
                    {
                        this.mCurrentFadingState = Fading.Faded;
                    }
                    if (state.Name == "NotFaded")
                    {
                        this.mCurrentFadingState = Fading.NotFaded;
                    }
                }
            }
            base.ApplyState(state);
        }
예제 #8
0
    public void OnClick_HowToPlayGroup()
    {
        curHelpState = 0;
        ChooseHelpGroup();
        Graphic[] mainMenuItems = mainMenuGroup.GetComponentsInChildren <Graphic>(true);
        for (int i = 0; i < mainMenuItems.Length; i++)
        {
            StartCoroutine(Fading.FadeUIGraphic <Graphic>(1f, 0f, 0.15f, mainMenuItems[i], 0.05f * i));
        }
        StartCoroutine(Fading.ChangeActivenessDelayed(mainMenuGroup, false, 1.5f));
        Button[] mainMenuButtons = mainMenuGroup.GetComponentsInChildren <Button>(true);
        for (int i = 0; i < mainMenuButtons.Length; i++)
        {
            mainMenuButtons[i].interactable = false;                            //disable these buttons to prevent bugs
        }

        howToPlayGroup.SetActive(true);
        Graphic[] howToPlayItems = howToPlayGroup.GetComponentsInChildren <Graphic>(true);
        for (int i = 0; i < howToPlayItems.Length; i++)
        {
            StartCoroutine(Fading.FadeUIGraphic <Graphic>(0f, 1f, 0.1f, howToPlayItems[i], 1f + 0.05f * i));
        }
        Button[] howToPlayButtons = howToPlayGroup.GetComponentsInChildren <Button>(true);
        StartCoroutine(Fading.ChangeInteractivityDelayed(howToPlayButtons, true, 1f + 0.05f * howToPlayItems.Length));          //enable these buttons delayed to prevent bugs
    }
예제 #9
0
 void Start()
 {
     isBattleCanvasOpen = false;
     isPaused           = false;
     menuStack          = new Stack <GameObject>();
     fadeController     = FindObjectOfType <Fading>();
 }
예제 #10
0
        private Gum.DataTypes.Variables.StateSave AddToCurrentValuesWithState(Fading state)
        {
            Gum.DataTypes.Variables.StateSave newState = new Gum.DataTypes.Variables.StateSave();
            switch (state)
            {
            case  Fading.Faded:
                newState.Variables.Add(new Gum.DataTypes.Variables.VariableSave()
                {
                    SetsValue = true,
                    Name      = "BlackFade.Alpha",
                    Type      = "int",
                    Value     = BlackFade.Alpha + 255
                }
                                       );
                break;

            case  Fading.NotFaded:
                newState.Variables.Add(new Gum.DataTypes.Variables.VariableSave()
                {
                    SetsValue = true,
                    Name      = "BlackFade.Alpha",
                    Type      = "int",
                    Value     = BlackFade.Alpha + 0
                }
                                       );
                break;
            }
            return(newState);
        }
예제 #11
0
 void Awake()
 {
     gameController = GameObject.Find("GameController").GetComponent <GameController>();
     fade           = GameObject.Find("FadeCanvas").GetComponent <Fading>();
     robot          = GameObject.Find("Robot");
     robotMovement  = robot.GetComponent <RobotMovement> ();
 }
예제 #12
0
파일: Ending.cs 프로젝트: Diephen/Puppet
 void Start()
 {
     _spriteRenderer         = gameObject.GetComponent <SpriteRenderer> ();
     _fading                 = gameObject.GetComponent <Fading> ();
     _spriteRenderer.enabled = false;
     _blackOut.SetActive(false);
 }
예제 #13
0
    IEnumerator waitAndRestartScene()
    {
        Fading.BeginFade(1);
        yield return(new WaitForSeconds(1));

        SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
    }
예제 #14
0
    IEnumerator waitAndLoadScene()
    {
        Fading.BeginFade(1);
        yield return(new WaitForSeconds(1));

        SceneManager.LoadScene("scene" + "1");
        SceneManager.UnloadSceneAsync(SceneManager.GetActiveScene());
    }
예제 #15
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    // -- Initialisation
    void Start()
    {
        // -- Set Instance
        mInstance = this;

        // -- Start Fading In
        StartFade(null, true);
    }
예제 #16
0
 private void Start()
 {
     fading = GetComponent <Fading>();
     if (ActualScene() == 0)
     {
         Invoke("MainMenu", delay);
     }
 }
예제 #17
0
 private void FadeIn()
 {
     if (!isFading)
     {
         isFading = true;
         Fading.FadeIn(browser, 200);
     }
 }
예제 #18
0
 // Use this for initialization
 void Start()
 {
     fadeScript = FindObjectOfType <Fading>();
     if (fadeScript)
     {
         fadeScript.BeginFade(-1);
     }
 }
예제 #19
0
 public void OnClick_MainMenuGroup()
 {
     returnToMainMenuGroup.SetActive(true);
     StartCoroutine(Fading.FadeUIGraphic <Graphic>(0f, 0.6f, 0.15f, returnToMainElements[0]));
     for (int i = 1; i < returnToMainElements.Length; i++)
     {
         StartCoroutine(Fading.FadeUIGraphic <Graphic>(0f, 1f, 0.1f, returnToMainElements[i]));
     }
 }
예제 #20
0
 /// <summary> Get references </summary>
 protected override void GetReferences()
 {
     base.GetReferences();
     if (Fading == null)
     {
         this.Fading = GetComponent <Fading>();
     }
     this._CanvasGroup = GetComponent <CanvasGroup>();
 }
예제 #21
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        /// <summary>
        /// Get required references
        /// </summary>
        protected override void GetReferences()
        {
            base.GetReferences();
#if SUPPORTMOVIE
            _Audio = GetComponent <AudioSource>();
#endif
            _Fading       = GetComponent <Fading>();
            _Fading.Alpha = 1.0f;
        }
예제 #22
0
 private void Start()
 {
     rotationHandler  = GameObject.Find("Input").GetComponent <PropRotationHandler>();
     fading           = GameObject.Find("fade").GetComponent <Fading>();
     exitInputHandler = GameObject.Find("Input").GetComponent <ExitInputHandler>();
     SetRayCastingCamera(mainCam);
     Cursor.visible   = false;
     Cursor.lockState = CursorLockMode.Locked;
 }
예제 #23
0
 void Start()
 {
     if (IsInCorrectScene())
     {
         leaderBoardControllerScript = GameObject.Find("LeaderboardController").GetComponent <LeaderBoardControllerScript>();
     }
     fading = GameObject.Find("GameMaster").GetComponent <Fading> ();
     Invoke("DeathTesterFunc", 5f);
 }
예제 #24
0
    public void hideInformation()
    {
        asSomethingShow = false;

        StoppingInnerCoroutine();

        routineTitre       = StartCoroutine(Fading.FadeTextToZeroAlpha(1f, titre));
        routineDescription = StartCoroutine(Fading.FadeTextToZeroAlpha(1f, description));
    }
예제 #25
0
 public void beginFade()
 {
     if (!fadeBegun)
     {
         fadeBegun = true;
         Fading fade = GetComponent <Fading>();
         fade.BeginFade(1);
     }
 }
 void Awake()
 {
     _sceneFader = GetComponent <Fading>();
     _restart    = transform.GetChild(0).gameObject;
     _writer     = GameObject.FindGameObjectWithTag("DescriptionBox").GetComponentInParent <DescriptionWriter>();
     _inventory  = GameObject.FindGameObjectWithTag("Inventory").GetComponent <InventoryLogic>();
     _player     = (GameObject)RetainedObjects[RetainedObjects.Count - 1];  //always place player last
     _cameraLead = (GameObject)RetainedObjects[RetainedObjects.Count - 2];  // always place lead next to last
 }
예제 #27
0
 public void OnClick_ReturnToGame()
 {
     StartCoroutine(Fading.FadeUIGraphic <Graphic>(0.6f, 0f, 0.15f, returnToMainElements[0]));
     for (int i = 1; i < returnToMainElements.Length; i++)
     {
         StartCoroutine(Fading.FadeUIGraphic <Graphic>(1f, 0f, 0.1f, returnToMainElements[i]));
     }
     StartCoroutine(Fading.ChangeActivenessDelayed(returnToMainMenuGroup, false, 0.5f));
 }
예제 #28
0
 void Awake()
 {
     showPosters    = GameObject.Find("ShowPosters").GetComponent <Toggle>();
     posters        = GameObject.Find("Poster");
     gameController = GameObject.Find("GameController").GetComponent <GameController>();
     fade           = GameObject.Find("FadeCanvas").GetComponent <Fading>();
     robot          = GameObject.Find("Robot");
     robotMovement  = robot.GetComponent <RobotMovement> ();
 }
예제 #29
0
    private void Awake()
    {
        fade = GetComponent <Fading>();

        if (PlayerPrefs.GetInt("Level") < nextLevel)
        {
            PlayerPrefs.SetInt("Level", nextLevel - 1);
            PlayerPrefs.Save();
        }
    }
예제 #30
0
 public void show(bool instant = false)
 {
     if (instant) {
         colorChilds (new Color (1, 1, 1, 0));
     }else{
         colorChilds (new Color (1, 1, 1, 0));
         this.alpha = 0;
         this.fading = Fading.FADE_IN;
     }
 }
예제 #31
0
    public void Start()
    {
        // keep this object alive

        DontDestroyOnLoad(gameObject);

        fading = FindObjectOfType <Fading>();
        fading.BeginFade(Fading.FadeDirection.fadeIn);
        Invoke("DelayToMainMenu", 1.5f);
    }
예제 #32
0
 public void hide(bool instant = false)
 {
     if (instant) {
         destroyChilds ();
     } else {
         colorChilds (new Color (1, 1, 1, 1));
         this.alpha = 1;
         this.fading = Fading.FADE_OUT;
     }
 }
예제 #33
0
 void Awake()
 {
     if (fading == null)
     {
         fading = this;
         fading.fadeDirection = -1; // Direction to fade: in = -1 or out = 1
         DontDestroyOnLoad(fading); // Can be used in multiple scenes
     }
     else
     {
         Destroy(this); // Destroy any copies of this class
     }
 }
예제 #34
0
	// Use this for initialization
	void Start () {
        fader = ui.GetComponent<Fading>();
		dialog = ui.GetComponent<Dialog>();
		bob = bobGO.GetComponent<Bob>();
		bob.inputEnable = false;

		if(Model.Instance.previousScene == "ChambreNuit" || Model.Instance.previousScene == "Intro")
		{
			dialogDisplayed = false;
			SoundScript.playDay();
			SoundScript.FadeIn();
		}
		else
		{
			Debug.Log("From Salon");
			dialogDisplayed = true;
			bob.inputEnable = true;
			bob.transform.position = new Vector3(4.4f, -0.9f, -3f);
			bob.transform.localScale = new Vector2(-1, 1);
		}
	}
예제 #35
0
 // Update is called once per frame
 void Update()
 {
     switch(fading){
     case Fading.FADE_IN:
         alpha += 0.05f;
         colorChilds(new Color (1, 1, 1, alpha));
         if (alpha >= 1)
             fading = Fading.NONE;
         break;
     case Fading.FADE_OUT:
         alpha -= 0.05f;
         colorChilds (new Color (1, 1, 1, alpha));
         if (alpha <= 0) {
             fading = Fading.NONE;
             destroyChilds ();
         }
         break;
     case Fading.NONE:
     default:
         break;
     }
 }
	void Awake()
	{
		fader = transform.parent.GetComponent<Fading>();
	}
예제 #37
0
    public void Start()
    {
        fading = GameObject.Find("Navigator").GetComponent<Fading>();

        availableSheet = new List<Sheet>();
        uncorrectlyAnsweredSheet = new List<Sheet>();
        correctlyAnsweredSheet = new List<Sheet>();

        #if UNITY_ANDROID
            sheetsDirectoryPath = Application.persistentDataPath + "/../../../../SeriousGame/Fiches";
        #endif
        #if UNITY_EDITOR
            sheetsDirectoryPath = Application.dataPath + "/../Fiches";
        #endif

        //sheetsDirectoryPath = Application.persistentDataPath + "/../../../../SeriousGame/Fiches";

        sheetsDirectoryPath = Path.GetFullPath(sheetsDirectoryPath); // Returns a nice formated path String, no more: "dir/../another_dir"

        if (!Directory.Exists(sheetsDirectoryPath))
        {

            Directory.CreateDirectory(sheetsDirectoryPath);
            sheetsExists = false;
            return;
        }
        else
        {
            sheetsPath = Directory.GetFiles(sheetsDirectoryPath, "*.xml", SearchOption.AllDirectories);

            if (sheetsPath.Length == 0)
            {
                sheetsExists = false;
                return;
            }
            totalSheets = sheetsPath.Length;
            for (int i = 0; i < totalSheets; i++)
            {
                xmlSheet = XDocument.Load(sheetsPath[i]);
                sheetType =  xmlSheet.Root.Element("type").Value.ToString();

                if (sheetType == "TextReadingSheet")
                    availableSheet.Add(new TextReadingSheet(sheetsPath[i]));
                else if (sheetType == "ReadingSheet")
                    availableSheet.Add(new ReadingSheet(sheetsPath[i]));
            }
            availableSheet.Sort();
        }
        sheetsExists = true;
        changeCurrentSheet();

        profileSheets = null;
    }
	void Awake()
	{
		fader = transform.parent.GetComponent<Fading>();
		bob = bobGO.GetComponent<Bob>();
	}
예제 #39
0
    // -- Initialisation
    void Start()
    {
        // -- Set Instance
        mInstance = this;

        if (FadePrefab == null)
        {
            Debug.Log("FadePrefab is null");
        }

        // -- Start Fading In
        StartFade(null, true);
    }
예제 #40
0
	// Use this for initialization
	void Awake ()
	{
        fader = ui.GetComponent<Fading>();
	}	
예제 #41
0
	// Use this for initialization
	void Start () {
        dialog = GetComponent<Dialog>();
        fading = GetComponent<Fading>();
	}
예제 #42
0
	private int fadeDir = -1;			// The direction to fade


	void Start() {
		instance = this;
	}
예제 #43
0
    // Use this for initialization
    void Awake()
    {
        if (instance == null)
            instance = this;
        else if (instance != this)
            Destroy(gameObject);

        DontDestroyOnLoad(gameObject);
        scene = GetComponent<StorySceneManager>();
        player = (StoryPlayer)FindObjectOfType(typeof(StoryPlayer));
        InitCharacterDic();

        fader = GameObject.Find("Navigator").GetComponent<Fading>();

        PNJTable = new List<string>();
        ObjectsTable = new List<string>();
        PNJTable.Add("Pixie");
        PNJTable.Add("Gaby");
        //PNJTable.Add("Philibert");
        //PNJTable.Add("Camille");
        //PNJTable.Add("Victor");
        //PNJTable.Add("Olivier-happy");

        //ObjectsTable.Add("Lunettes");
        //ObjectsTable.Add("Seve");
        //ObjectsTable.Add("Secret");
        InitGame();
    }
예제 #44
0
	void Awake()
    {
        fader = transform.parent.GetComponent<Fading>();
		bob = GameObject.Find("Bob").GetComponent<Bob>();
    }
예제 #45
0
    // -- Initialisation
    void Start()
    {
        // -- Set Instance
        mInstance = this;

        // -- Start Fading In
        StartFade(null, true);
    }
예제 #46
0
파일: Beth_cena.cs 프로젝트: uasouz/YUh
 // Use this for initialization
 void Start()
 {
     game = GetComponent<Gameplay>();
     Fade = GetComponent<Fading>();
 }
    void setOwner(NetworkPlayer player)
    {
        Debug.Log ("Setting the owner.");
        owner = player;

        if(player == Network.player)
        {
            enabled = true;
            GameObject radar = gameObject.transform.FindChild("Radar").gameObject;
            if(radar.transform.FindChild("RadarBlackout"))
            {
                radarControl = radar.transform.FindChild("RadarBlackout").GetComponent<Fading>();
            }
            if(Network.isClient)
            {
                GameObject serverCam = GameObject.Find("ServerCamera");
                if(serverCam)
                {
                    if(serverCam.GetComponent<Camera>())
                    {
                        serverCam.GetComponent<Camera>().enabled = false;
                    }
                    if(serverCam.GetComponent<AudioListener>())
                    {
                        serverCam.GetComponent<AudioListener>().enabled = false;
                    }
                }
            }
        }
        else if(Network.isServer || player != Network.player)
        {
            GameObject radar = gameObject.transform.FindChild("Radar").gameObject;
            GameObject radarBlackout = radar.transform.FindChild("RadarBlackout").gameObject;

            if(radar.GetComponent<Camera>())
            {
                radar.GetComponent<Camera>().enabled = false;
            }
            if(radarBlackout.GetComponent<MeshRenderer>())
            {
                radarBlackout.GetComponent<MeshRenderer>().enabled = false;
            }
            if(gameObject.GetComponentInChildren<Camera>())
            {
                gameObject.GetComponentInChildren<Camera>().enabled = false;
            }
            if(transform.parent.transform.FindChild("HUDElements") != null
                && transform.parent.transform.FindChild("NewTank") != null)
            {
                GameObject hud = transform.parent.transform.FindChild("HUDElements").gameObject;
                GameObject tank = transform.parent.transform.FindChild("NewTank").gameObject;

                if(hud.GetComponentInChildren<Camera>())
                {
                    hud.GetComponentInChildren<Camera>().enabled = false;
                }
                if(hud.GetComponentInChildren<AudioListener>())
                {
                    hud.GetComponentInChildren<AudioListener>().enabled = false;
                }
                if(hud.GetComponentInChildren<GUILayer>())
                {
                    hud.GetComponentInChildren<GUILayer>().enabled = false;
                }
                if(tank.GetComponentInChildren<Camera>())
                {
                    tank.GetComponentInChildren<Camera>().enabled = false;
                }
                if(tank.GetComponentInChildren<AudioListener>())
                {
                    tank.GetComponentInChildren<AudioListener>().enabled = false;
                }
                if(tank.GetComponentInChildren<GUILayer>())
                {
                    tank.GetComponentInChildren<GUILayer>().enabled = false;
                }

                Component[] hudTexts = hud.GetComponentsInChildren<GUIText> ();
                foreach (GUIText text in hudTexts)
                {
                    text.enabled = false;
                }

                Component[] hudTextures = hud.GetComponentsInChildren<GUITexture> ();
                foreach (GUITexture texture in hudTextures)
                {
                    texture.enabled = false;
                }
            }
        }
    }