// Use this for initialization void Start () { gms = GameObject.Find("EventSystem").GetComponent<GameMenuScript>(); gms.cat.active = false; gms.dino.active = false; gms.duck.active = false; gms.elephant.active = false; gms.sheep.active = false; gms.turtle.active = false; switch (PlayerPrefs.GetString("current")) { case "cat": gms.cat.SetActive(true); break; case "dino": gms.dino.SetActive(true); break; case "duck": gms.duck.SetActive(true); break; case "elephant": gms.elephant.SetActive(true); break; case "sheep": gms.sheep.SetActive(true); break; case "turtle": gms.turtle.SetActive(true); break; } player = GameObject.FindGameObjectWithTag("Player"); }
public void LoadGameScene(string gameScene) { Scene scene = SceneManager.GetActiveScene(); sceneToLoad = gameScene; if (scene.name == "menuScene") { MenuMainPanelScript menuMainPanelScript = FindObjectOfType <MenuMainPanelScript>(); if (menuMainPanelScript != null) { menuMainPanelScript.gameObject.SetActive(false); } } else { GameMenuScript gameMenuScript = FindObjectOfType <GameMenuScript>(); if (gameMenuScript != null) { gameMenuScript.gameObject.SetActive(false); } } StartCoroutine(LoadChooseScene()); //AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(gameScene, LoadSceneMode.Single); }
/* * Input Mode: * * 0 - player control * 1 - menu control * 2 - dialogue control * * Input Controls: * * KBM: * WASD/Arrow Keys = move character / menu selection * E = interact * Q = cancel * I = use item * M = menu * SPACE = attack * SHIFT = transform * F = flashlight * TAB /SHIFT = toggle item * * CONTROLLER: * D-pad/Stick = move character / menu selection * A/Cross = interact * B/Circle = cancel * X/Square = use item * Y/Triangle = menu * Right-Trigger = attack * Left-Trigger = transform * Right-Bumper = flashlight * Left-Bumper = toggle item * * ESC = quit game w/out saving */ void Start() { playerHandle.PlayerFlashCheck(); menu = GameObject.Find("GameMenu").GetComponent <GameMenuScript>(); // Determine what state the game is in at start to know whether to get / ignore input // Checks scene / Game State to determine Input True/Mode InputMode = 0; // Should be defaulted to false, until fade in over InputTrue = true; }
void startGameWonAnimation() { IsGameStarted = false; FindObjectOfType <TimerScript>().isPaused = true; GameMenuScript gameMenuScript = FindObjectOfType <GameMenuScript>(); gameMenuScript.SetUndoButtonEnabled(false); Transform camera = Camera.main.transform; Transform cameraContainer = camera.parent; camera.transform.DOLocalMoveZ(6, 2).SetSpeedBased(); cameraContainer.DOLocalRotate(cameraContainer.localEulerAngles + (Vector3.up * 720), 40, RotateMode.FastBeyond360).SetSpeedBased().OnComplete(() => { gameMenuScript.ShowGameWonDialog(); }); }
protected void Initialize() { datapath = (Application.dataPath) + "/StreamingAssets/Saves/Profile"; savesInfoPath = (Application.dataPath) + "/StreamingAssets/SavesInfo.xml"; Transform interfaceWindows = SpecialFunctions.gameInterface.transform; dialogWindow = interfaceWindows.GetComponentInChildren <DialogWindowScript>(); gameMenu = interfaceWindows.GetComponentInChildren <GameMenuScript>(); SpecialFunctions.PlayGame(); if (SceneManager.GetActiveScene().name != "MainMenu") { Cursor.visible = false; } if (PlayerPrefs.HasKey("Profile Number")) { profileNumber = PlayerPrefs.GetInt("Profile Number"); } else { PlayerPrefs.SetInt("Profile Number", 0); profileNumber = 0; } GameObject[] checkpointObjects = GameObject.FindGameObjectsWithTag("checkpoint"); checkpoints = new List <CheckpointController>(); List <int> checkpointNumbers = new List <int>(); for (int i = 0; i < checkpointObjects.Length; i++) { checkpoints.Add(checkpointObjects[i].GetComponent <CheckpointController>()); } if (!PlayerPrefs.HasKey("Checkpoint Number")) { PlayerPrefs.SetInt("Checkpoint Number", 0); } startCheckpointNumber = PlayerPrefs.GetInt("Checkpoint Number"); }