/// <summary> /// Initializes the character scroll panel. /// </summary> private void InitializeCharacterScrollPanel(GameSceneMaster sceneMaster) { // Initialize scroll panel m_characterSelectPanel.Initialize(false, false); // Populate character list GameObject[] prefabs = m_characterResource.GetCharacterPrefabs(); for (int index = 0; index < prefabs.Length; ++index) { // Instantiate character Character character = m_characterResource.CreateCharacter((CharacterType)index); // Create scroll item UIScrollItem newItem = m_characterSelectPanel.CreateScrollItem(); // Child character under scroll item character.transform.parent = newItem.transform; // Position character "behind" the scroll item character.transform.localPosition = new Vector3(0.0f, 0.0f, m_normalCharLocalPosZ); // Set initial rotation character.transform.eulerAngles = m_initialRotation; // Set normal scale character.transform.localScale = Vector3.one * m_normalCharScale; // Add scroll item to scroll panel m_characterSelectPanel.AddScrollItem(newItem); // Set the character layer and sorting layer to UI character.ModelRenderer.gameObject.layer = LayerMask.NameToLayer(m_scrollItemLayer); character.ModelRenderer.sortingLayerName = m_scrollItemSortingLayer; character.ModelRenderer.sortingOrder = m_scrollItemSortingOrder; // Attach a CharacterSelectItem component to allow handling from CharacterSelectUI CharacterSelectItem charSelectItem = newItem.gameObject.AddComponentNoDupe <CharacterSelectItem>(); bool isUsed = sceneMaster.IsUsed((CharacterType)index); bool isOwned = sceneMaster.IsOwned((CharacterType)index); charSelectItem.Initialize(this, newItem, character, isUsed, isOwned, m_ownedCharRotSpeed, m_normalCharScale, m_focusCharScale, m_focusCharAnimTime, m_focusCharPosition, m_newCharWinAnim, m_newCharAnimReference); if (!m_charSelectItemList.Contains(charSelectItem)) { m_charSelectItemList.Add(charSelectItem); } // Update the number of used characters (those that have been equipped by the player at least once) if (isUsed) { m_usedCharCount++; } // Update the number of owned characters if (isOwned) { m_ownedCharCount++; } } }
void Start() { gameManager = GameObject.Find("GameManager").GetComponent <GameSceneMaster>(); gameManager.floater = this; for (int i = 0; i < gameManager.birds.Length; i++) { const float offset = 7; Vector3 position = gameManager.birds[i].transform.position + Vector3.up * offset; pulsePosition[i] = Camera.main.WorldToScreenPoint(position); } for (int i = 0; i < 4; i++) { SpawnPrecisionFeedback(i); } }
void Start () { gameManager = GameObject.Find("GameManager").GetComponent<GameSceneMaster>(); gameManager.floater = this; for (int i = 0; i < gameManager.birds.Length; i++) { const float offset = 7; Vector3 position = gameManager.birds[i].transform.position + Vector3.up*offset; pulsePosition[i] = Camera.main.WorldToScreenPoint(position); } for (int i = 0; i < 4; i++) { SpawnPrecisionFeedback(i); } }
// Use this for initialization void Start() { startPressed = false; gameManager = GameObject.Find("GameManager").GetComponent <GameSceneMaster>(); initialLogoLocalPosition = LogoGameObject.transform.localPosition; //curtainDownPos = curtainTransform.position; debugControllerInput = new ControllerInput(1); stageCamera = GetComponent <StageCamera>(); targetBalconyBirdPos = balconyObjects.balconyBird.transform.localPosition; targetBalconyLightIntensity = balconyObjects.balconySpotlight.intensity; targetBalconyLightSpotAngle = balconyObjects.balconySpotlight.spotAngle; stageCamera.cameraFocalPoint.position = LogoGameObject.transform.position; }
// Use this for initialization void Start () { startPressed = false; gameManager = GameObject.Find("GameManager").GetComponent<GameSceneMaster>(); initialLogoLocalPosition = LogoGameObject.transform.localPosition; //curtainDownPos = curtainTransform.position; debugControllerInput = new ControllerInput(1); stageCamera = GetComponent<StageCamera>(); targetBalconyBirdPos = balconyObjects.balconyBird.transform.localPosition; targetBalconyLightIntensity = balconyObjects.balconySpotlight.intensity; targetBalconyLightSpotAngle = balconyObjects.balconySpotlight.spotAngle; stageCamera.cameraFocalPoint.position= LogoGameObject.transform.position; }
/// <summary> /// Initializes this instance. /// </summary> public void Initialize(GameSceneMaster sceneMaster, NewCharWinAnimator newCharWinAnim, Vector3 initialCharacterRotation, CharacterResource characterResource, System.EventHandler <System.EventArgs> playCharacterDelegate, System.EventHandler <System.EventArgs> buyCharacterDelegate, System.EventHandler <System.EventArgs> charSelectShareDelegate, System.Action <int> ownedCharCountChangedDelegate, System.EventHandler <System.EventArgs> pressSoundDelegate, System.EventHandler <System.EventArgs> releaseSoundDelegate) { m_newCharWinAnim = newCharWinAnim; // Set the initial rotation for characters in character select m_initialRotation = initialCharacterRotation; // Initialize buttons m_playCharacterBtn.Initialize(playCharacterDelegate, UIButton.TriggerType.ON_RELEASE); m_buyCharacterBtn.Initialize(buyCharacterDelegate, UIButton.TriggerType.ON_RELEASE); m_charSelectShareBtn.Initialize(charSelectShareDelegate, UIButton.TriggerType.ON_RELEASE); // Set button sounds m_playCharacterBtn.AddSoundDelegates(pressSoundDelegate, releaseSoundDelegate); m_buyCharacterBtn.AddSoundDelegates(pressSoundDelegate, releaseSoundDelegate); m_charSelectShareBtn.AddSoundDelegates(pressSoundDelegate, releaseSoundDelegate); // Store delegate for when number of owned characters changes m_ownedCharCountChangedDelegate = ownedCharCountChangedDelegate; // Initialize text m_characterNameText.Initialize(); m_characterPriceText.Initialize(); m_characterCountText.Initialize(); // Initialize character list m_characterResource = characterResource; InitializeCharacterScrollPanel(sceneMaster); UpdateCharacterCountText(); // Set the initialized flag m_isInitialized = true; }
private void Start() { stebGlobal = this; Globals.Init(poses); gameManager = GameObject.Find("GameManager").GetComponent <GameSceneMaster>(); }
private void Start() { stebGlobal = this; Globals.Init( poses ); gameManager = GameObject.Find("GameManager").GetComponent<GameSceneMaster>(); }