// Use this for initialization void Start() { _SettingsValue = GetComponentInChildren <Text>(); StickMovement = new bool[2] { false, false }; m_ManagerInstance = GameManagerc.Instance; }
// Use this for initialization void Awake() { m_LMSDingSound = Resources.Load("Audio/SFX/Point_LastManStanding_001") as AudioClip; m_HHDingSound = Resources.Load("Audio/SFX/Point_HeadHunters_001") as AudioClip; m_GlitchEffect = Resources.Load("Audio/SFX/glitch-sound-effect") as AudioClip; m_GlitchEffect.LoadAudioData(); m_AudioSource = this.GetComponent <AudioSource>(); _rbPausers = new List <RigidbodyPauser>(); if (!m_AudioSource) { m_AudioSource = this.gameObject.AddComponent <AudioSource>(); m_AudioSource.clip = m_LMSDingSound; m_AudioSource.outputAudioMixerGroup = AudioManager.RequestMixerGroup(SourceType.SFX); } StartCoroutine(SetInitalAudio()); //SingletonTester.Instance.AddSingleton(this); InstanceCreated = true; //Find the DontDestroyOnLoad(this.gameObject); //DeathmatchTimer = new Timer(m_fTimedDeathMatchTime); waitForRoundEnd = new Timer(m_fTimeAfterPoints); mInstance = GameManagerc.Instance; if (mInstance.gameObject != this.gameObject) { Destroy(this.gameObject); } else { mbInstanceIsMe = true; SceneManager.sceneLoaded += OnSceneLoaded; } m_bRoundOver = false; Physics.gravity = new Vector3(0, 0, 10); //why m_bRoundReady = true; }
/// <summary> /// used to reutn to the character selection screen /// </summary> public void GoToStart() { Time.timeScale = 1; if (!screenTransition) { screenTransition = FindObjectOfType <ScreenTransition>(); } for (int i = 0; i < screenTransition.transform.childCount; i++) { screenTransition.transform.GetChild(i).GetComponent <Image>().enabled = true; } if (FindObjectOfType <ScreenTransition>()) { FindObjectOfType <ScreenTransition>().CloseDoor(); } CameraControl.mInstance.enabled = false; Destroy(CameraControl.mInstance); //CameraControl.mInstance.m_Targets.Clear(); //clear the players list for (int i = 0; i < InGamePlayers.Count; i++) { InGamePlayers[i].Clear(); InGamePlayers[i].gameObject.SetActive(false); Destroy(InGamePlayers[i].gameObject, 1); } InGamePlayers = new List <PlayerStatus>(); //Quite literally a deconstrucotr PlayerWins.Clear(); PlayerWins = new Dictionary <PlayerStatus, int>(); InGamePlayers.Clear(); InGamePlayers = new List <PlayerStatus>(); m_gameMode = Gamemode_type.LAST_MAN_STANDING_DEATHMATCH; //FindObjectOfType<ScreenTransition>().CloseDoor(); mInstance = null; FinishUIPanel = null; m_bRoundOver = false; MapToLoad = null; PointSprite = null; PointContainers = null; PointsPanel = null; InGameScreenAnimator = null; mbFinishedShowingScores = false; // MenuPanel.SetActive(true); //mbLoadedIntoGame = false; mbInstanceIsMe = false; //mbFinishedPanelShown = false; mbMapLoaded = false; m_bGamePaused = false; m_bFirstTimeLoading = true; m_bDoReadyKill = true; m_bDoGlitch = true; //UIManager.Instance.gameObject.SetActive(false); ControllerManager.Instance.gameObject.SetActive(false); CharacterSelectionManager.Instance.gameObject.SetActive(false); //PlayerUIArray.Instance.gameObject.SetActive(false); UINavigation.Instance.gameObject.SetActive(false); //Destroy the singleton objects ///Destroy(PlayerUIArray.Instance.gameObject); Destroy(GameAudioPicker.Instance); Destroy(UINavigation.Instance); Destroy(CharacterSelectionManager.Instance); Destroy(ControllerManager.Instance); //Destroy(UIManager.Instance); Destroy(GameAudioPicker.Instance.gameObject); GetComponent <MusicFader>().FadeOut(); StartCoroutine(ReturnToMenu()); //Destroy(GameManagerc.Instance); //Destroy(this.gameObject); }