// Set reference pointers to the correct objects. public void Start() { // Get the main object reference and ensure core scripts are added. GameObject mainObject = GameObject.FindGameObjectsWithTag("MainObject")[0]; if(GameObject.FindGameObjectsWithTag("MainObject").Length > 1){ GameObject[] mainObjectList = GameObject.FindGameObjectsWithTag("MainObject"); for(int i = 0; i < mainObjectList.Length; ++i){ if(mainObjectList[i].GetComponent<GameStateManager>().objectSaved){ mainObject = mainObjectList[i]; } } } gameStateManagerRef = mainObject.GetComponent<GameStateManager>(); gameStateManagerRef.EnsureCoreScriptsAdded(); // Get the global variables reference. GameObject gVar = GameObject.FindGameObjectsWithTag("globalVariables")[0]; globalVariables = gVar.GetComponent<GVariables>(); }
void Start() { // the following is now needed due to the prefab of 'MainObject' GameObject mainObject = GameObject.FindGameObjectsWithTag("MainObject")[0]; gameStateManagerRef = mainObject.GetComponent<GameStateManager>(); gameStateManagerRef.EnsureCoreScriptsAdded(); screenManagerRef = mainObject.GetComponent<ScreenManager>(); soundManagerRef = mainObject.GetComponent<SoundManager>(); characterControllerRef = GameObject.FindGameObjectWithTag("Player").GetComponent<TWCharacterController>(); mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); // get a reference to the tear manager tearManager = GameObject.FindGameObjectWithTag("TearManager").GetComponent<TearManager>(); // get a reference to fold fold = GameObject.FindGameObjectWithTag("FoldObject").GetComponent<Fold>(); LvlGoalCoreRef = GameObject.FindGameObjectWithTag("GoalCore").GetComponent<LvlGoalCore>(); // Get the global variables reference. GameObject gVar = GameObject.FindGameObjectsWithTag("globalVariables")[0]; globalVariables = gVar.GetComponent<GVariables>(); // if the goal is on the backside move necessary components by offset to be at correct location. if(goalOnBackSide){ // change the box collider on the goal core Vector3 GoalCollider = this.gameObject.GetComponent<BoxCollider>().center; GoalCollider = new Vector3(GoalCollider.x, GoalCollider.y, GoalCollider.z + (offset*2f)); this.gameObject.GetComponent<BoxCollider>().center = GoalCollider; // change the graphics child object position Vector3 GraphicTrans = transform.FindChild("Graphics").transform.position; GraphicTrans = new Vector3(GraphicTrans.x, GraphicTrans.y, GraphicTrans.z + offset); transform.FindChild("Graphics").transform.position = GraphicTrans; // change the goal core child object. Vector3 GoalCoreTrans = transform.FindChild("GoalCore").transform.position; GoalCoreTrans = new Vector3(GoalCoreTrans.x, GoalCoreTrans.y, GoalCoreTrans.z + offset); transform.FindChild("GoalCore").transform.position = GoalCoreTrans; } buttonCamera = GameObject.FindGameObjectWithTag("button"); }
// Use this for initialization. public void Start() { // Ensures all necessary scripts are added for the MainObject gameStateManagerRef = gameObject.GetComponent<GameStateManager>(); gameStateManagerRef.EnsureCoreScriptsAdded(); gameStateManagerRef.EnsureScriptAdded("MainMenu"); if(gameStateManagerRef.gameStartedFromUI){ activeScreen = gameObject.GetComponent("MainMenu") as MainMenu; currentScreenArea = ScreenAreas.MainMenu; } else{ // This will not be the active screen, but active screen needs to be initialized. activeScreen = gameObject.GetComponent("MainMenu") as MainMenu; activeScreen.enabled = false; currentScreenArea = ScreenAreas.InGame; } screenOrientation = ScreenOrientation.Landscape; deviceOrientation = DeviceOrientation.LandscapeLeft; if(Application.platform.Equals(RuntimePlatform.Android)){ #if UNITY_ANDROID using(AndroidJavaClass unityPlayerClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer"), metricsClass = new AndroidJavaClass("android.util.DisplayMetrics")){ using(AndroidJavaObject metricsInstance = new AndroidJavaObject("android.util.DisplayMetrics"), activityInstance = unityPlayerClass.GetStatic<AndroidJavaObject>("currentActivity"), windowManagerInstance = activityInstance.Call<AndroidJavaObject>("getWindowManager"), displayInstance = windowManagerInstance.Call<AndroidJavaObject>("getDefaultDisplay")){ displayInstance.Call("getMetrics", metricsInstance); screenResolution.y = metricsInstance.Get<int>("heightPixels"); screenResolution.x = metricsInstance.Get<int>("widthPixels"); screenSize.x = Screen.width; screenSize.y = Screen.height; Screen.SetResolution((int)screenResolution.x, (int)screenResolution.y, true); deviceOrientation = Input.deviceOrientation; } } #endif } else{ // Overall screen resolution must be set initially to screen size for UI, then set to screen resolution while in game. screenSize = new Vector2(Screen.width, Screen.height); screenResolution = new Vector2(Screen.currentResolution.width, Screen.currentResolution.height); if(gameStateManagerRef.inUI){ Screen.SetResolution((int)screenSize.x, (int)screenSize.y, gameStateManagerRef.fullScreen); } // Developer started in a level. else{ Screen.SetResolution((int)screenResolution.x, (int)screenResolution.y, gameStateManagerRef.fullScreen); } } }
// Use this for initialization void Start() { #region initialization // NOTICE : DOM // the following is now needed // due to the prefab of 'MainObject' GameObject mainObject = GameObject.FindGameObjectsWithTag("MainObject")[0]; if (GameObject.FindGameObjectsWithTag("MainObject").Length > 1) { GameObject[] mainObjectList = GameObject.FindGameObjectsWithTag("MainObject"); for (int i = 0; i < mainObjectList.Length; ++i) { if (mainObjectList[i].GetComponent<GameStateManager>().objectSaved) mainObject = mainObjectList[i]; } } // Ensures all necessary scripts are added for the MainObject gameStateManagerRef = mainObject.GetComponent<GameStateManager>(); gameStateManagerRef.EnsureCoreScriptsAdded(); gameStateManagerRef.EnsureScriptAdded("TouchController"); soundManagerRef = mainObject.GetComponent<SoundManager>(); screenManagerRef = mainObject.GetComponent<ScreenManager>(); #region initialize references backsidePivotReference = GameObject.Find("backsidepivot"); coverupPivotReference = GameObject.Find ("coveruppivot"); tornBacksidePieceReference = GameObject.Find ("tornBacksidePiece"); //sets the reference of the touchcontroller to the touchcontroller script. touchController = mainObject.GetComponent<TouchController>(); //sets the reference of the backsidesideReference to the backside or "fold" backsideReference = backsidePivotReference.transform.FindChild("backside").gameObject; backSideInitialColor = backsideReference.GetComponent<MeshRenderer>().material.color; //sets the reference of the backsideCollisionReference to the platforms on the back of the paper. backsideCollisionReference = GameObject.FindGameObjectsWithTag("FoldPlatform"); //sets the camera reference to the main camera cameraReference = GameObject.Find("Main Camera"); //sets the player reference to the player playerReference = GameObject.Find("Player_Prefab"); //sets the backgroundTransform to the transform of the background paper. origBackground = GameObject.FindGameObjectWithTag("background"); backgroundTransform = origBackground.transform; //sets backgroundBounds to the bounds of the background paper backgroundBounds = backgroundTransform.GetComponent<MeshFilter>().mesh.bounds; //sets changeMeshScript to the ChangeMeshScript which removes and restores triangles. changeMeshScript = this.GetComponent<ChangeMeshScript>(); tearReference = GameObject.Find("Tear_Manager").GetComponent<TearManager>(); coverupReference = coverupPivotReference.transform.FindChild("coverup").gameObject; tearPaperMesh = GameObject.Find("backside").GetComponent<MeshFilter>().mesh; unfoldCollisionReference = GameObject.Find("Player_Prefab").GetComponent<UnfoldCollision>(); shadowReference = GameObject.Find("shadow"); rayTraceBlockRef = GameObject.Find("rayTraceBlocker"); paperBorderInsideRef = GameObject.Find("paper_border_inside"); paperBorderOutsideRef = GameObject.Find("paper_border_outside"); worldCollisionRef = mainObject.GetComponent<WorldCollision>(); backsideTriangles = tearPaperMesh.triangles; #endregion //sets original position and rotation to its starting position and rotation foldOriginalRotation = backsidePivotReference.transform.rotation; foldOriginalPosition = backsidePivotReference.transform.position; //sets starting position coverup's starting position coverupStartingPosition = coverupPivotReference.transform.position; //sets coverup's original position to the vector required for the tranforms to work properly coverupOriginalPosition = new Vector3(0,0,-3); //sets coverup's original rotation to its starting rotation coverupOriginalRotation = coverupPivotReference.transform.rotation; coverupPrefab = coverupPivotReference.transform; foldPrefab = backsidePivotReference.transform; //initializes variables to defaults. fingerList = new List<Vector2>(); backgroundObjMax = new Vector2(); backgroundObjMin = new Vector2(); posModifier = new Vector3(); posModLastValid = new Vector3(); unfoldPosModifier = new Vector3(); foldTmpZLayer = GVariables.zFoldLayer - 1; coverupTmpZLayer = GVariables.zCoverLayer -1; prevMousestate = false; currMouseState = false; firstTouch = false; isFolded = false; overPlayer = false; needsToUnfold = false; isOffPaper = true; backsideIsInstantiated = false; currentlyFolding = false; missingTriangles = new List<Vector3>(); //changeMeshScript.GrabUpdatedPlatforms("FoldPlatform"); deletedTri = new int[0]; startingQuadrant = Quadrant.NONE; currentQuadrant = Quadrant.NONE; foldEdge = Edge.BuildManifoldEdges(backsideReference.GetComponent<MeshFilter>().mesh); guiEnable = false; blah = false; foldInput = false; prevFoldInput = false; #endregion }
// Use this for initialization public virtual void Start() { GameObject mainObject = GameObject.FindGameObjectsWithTag("MainObject")[0]; if(GameObject.FindGameObjectsWithTag("MainObject").Length > 1){ GameObject[] mainObjectList = GameObject.FindGameObjectsWithTag("MainObject"); for(int i = 0; i < mainObjectList.Length; ++i){ if(mainObjectList[i].GetComponent<GameStateManager>().objectSaved){ mainObject = mainObjectList[i]; } } } gameStateManagerRef = mainObject.GetComponent<GameStateManager>(); gameStateManagerRef.EnsureCoreScriptsAdded(); // GUI elements depend on screen size, NOT RESOLUTION START_POS = gameStateManagerRef.GetScreenManager().GetScreenSize(); }
// Use this for initialization. public void Start() { // Keeping GameObject component grabbing consistent among classes. - J.T. GameObject mainObject = GameObject.FindGameObjectsWithTag("MainObject")[0]; if(GameObject.FindGameObjectsWithTag("MainObject").Length > 1){ GameObject[] mainObjectList = GameObject.FindGameObjectsWithTag("MainObject"); for(int i = 0; i < mainObjectList.Length; ++i){ if(mainObjectList[i].GetComponent<GameStateManager>().objectSaved){ mainObject = mainObjectList[i]; } } } gameStateManagerRef = mainObject.GetComponent <GameStateManager>(); gameStateManagerRef.EnsureGameScriptsAdded(); gameStateManagerRef.EnsureCoreScriptsAdded(); screenManagerRef = mainObject.GetComponent<ScreenManager>(); animManagerRef = mainObject.GetComponent<AnimationManager>(); worldCollisionRef = mainObject.GetComponent<WorldCollision>(); touchController = gameObject.GetComponent<TouchController>(); soundManagerRef = gameStateManagerRef.GetSoundManager(); paperObject = GameObject.FindGameObjectWithTag("background"); tearBorder = GameObject.FindGameObjectWithTag("DeadSpace"); foldBorder = GameObject.FindGameObjectWithTag("foldborder"); unfoldBorder = GameObject.FindGameObjectWithTag("unfoldborder"); unfoldBlocker = GameObject.FindGameObjectWithTag("RayTraceBlocker"); moveBorder = GameObject.FindGameObjectWithTag("insideBorder"); menuButton = GameObject.Find("MenuButton_Prefab"); restartButton = GameObject.Find("RestartButton_Prefab"); moveMode = true; tearMode = false; foldMode = false; //Keeping old code here in case something gets broken. - J.T. // Ensures all necessary scripts are added for the MainObject. /* gameStateManagerRef = gameObject.GetComponent<GameStateManager>(); gameStateManagerRef.EnsureCoreScriptsAdded(); gameStateManagerRef.EnsureGameScriptsAdded(); screenManagerRef = gameObject.GetComponent<ScreenManager>(); animManagerRef = gameObject.GetComponent<AnimationManager>(); worldCollisionRef = gameObject.GetComponent<WorldCollision>(); touchController = gameObject.GetComponent<TouchController>(); */ idleTriggerLimit = Random.Range (1000, 3000); keyDownWatch = new Stopwatch(); idleKeyWatch = new Stopwatch(); releaseWatch = new Stopwatch(); justPressedWatch = new Stopwatch(); playerBottomCollisionWatch = new Stopwatch(); idlePlayerWatch = new Stopwatch(); watchList.Add(keyDownWatch); watchList.Add(idleKeyWatch); watchList.Add(releaseWatch); watchList.Add(justPressedWatch); watchList.Add(playerBottomCollisionWatch); watchList.Add(idlePlayerWatch); wasdRight = KeyCode.D; wasdLeft = KeyCode.A; arrowRight = KeyCode.RightArrow; arrowLeft = KeyCode.LeftArrow; keyJump = KeyCode.Space; hasHorizontalCollision = false; currentDirection = ScreenSide.NONE; tornPieceInitiated = false; movingTornPiece = false; }
// Use this for initialization void Start() { // Ensures all necessary scripts are added for the MainObject gameStateManagerRef = gameObject.GetComponent<GameStateManager>(); gameStateManagerRef.EnsureCoreScriptsAdded(); inputManagerRef = gameObject.GetComponent<InputManager>(); playerObject = GameObject.FindGameObjectWithTag("Player"); paperObject = GameObject.FindGameObjectWithTag("background"); backsidePaperObject = GameObject.FindGameObjectWithTag("Fold"); // by default, player should be facing right // since we typically start from the left and head right currentDirection = AnimationDirection.RIGHT; /* FILLING IN ALL OF THE ANIMATIONS WITH TEXTURE2D FRAMES */ List<Texture2D> walkList = new List<Texture2D>(); PopulateWalkAnimations(walkList); walkAnimation = new Animation(walkList, Animation.AnimationState.WALK); List<Texture2D> idleList = new List<Texture2D>(); PopulateIdleAnimations(idleList); idleAnimation = new Animation(idleList, Animation.AnimationState.IDLE); List<Texture2D> standList = new List<Texture2D>(); PopulateStandAnimations(standList); standAnimation = new Animation(standList, Animation.AnimationState.STAND); List<Texture2D> jumpList = new List<Texture2D>(); PopulateJumpAnimations(jumpList); jumpAnimation = new Animation(jumpList, Animation.AnimationState.JUMP); List<Texture2D> idleAnimAList = new List<Texture2D>(); PopulateIdleAnimationA(idleAnimAList); idleAnimationA = new Animation(idleAnimAList, Animation.AnimationState.IDLEA); List<Texture2D> idleAnimBList = new List<Texture2D>(); PopulateIdleAnimationB(idleAnimBList); idleAnimationB = new Animation(idleAnimBList, Animation.AnimationState.IDLEB); List<Texture2D> landWallList = new List<Texture2D>(); PopulateLandWallAnimation(landWallList); landWallAnimation = new Animation(landWallList, Animation.AnimationState.WALKINTOWALL); List<Texture2D> slideUpList = new List<Texture2D>(); PopulateSlideUpAnimation(slideUpList); slideUpAnimation = new Animation(slideUpList, Animation.AnimationState.WALKUP); List<Texture2D> slideDownList = new List<Texture2D>(); PopulateSlideDownAnimation(slideDownList); slideDownAnimation = new Animation(slideDownList, Animation.AnimationState.WALKDOWN); List<Texture2D> deathList = new List<Texture2D>(); PopulateDeathAnimation(deathList); deathAnimation = new Animation(deathList, Animation.AnimationState.DEATH); List<Texture2D> openList = new List<Texture2D>(); PopulateOpenAnimation(openList); openAnimation = new Animation(openList, Animation.AnimationState.OPENDOOR); List<Texture2D> fallList = new List<Texture2D>(); PopulateFallAnimation(fallList); fallAnimation = new Animation(fallList, Animation.AnimationState.FALL); level1FrameList.Add(level1Frame1); level1FrameList.Add(level1Frame2); level1FrameList.Add(level1Frame3); //Load backside textures -> J.C. BacksideLevel1FrameList.Add(BacksideLevel1Frame1); BacksideLevel1FrameList.Add(BacksideLevel1Frame2); BacksideLevel1FrameList.Add(BacksideLevel1Frame3); //Add to list storing level background animation -> J.C. level2FrameList.Add(level2Frame1); level2FrameList.Add(level2Frame2); level2FrameList.Add(level2Frame3); level3FrameList.Add(level3Frame1); level3FrameList.Add(level3Frame2); level3FrameList.Add(level3Frame3); Backsidelevel3FrameList.Add(Backsidelevel3Frame1); Backsidelevel3FrameList.Add(Backsidelevel3Frame2); Backsidelevel3FrameList.Add(Backsidelevel3Frame3); //Add to list storing level background animation -> J.C. level4FrameList.Add(level4Frame1); level4FrameList.Add(level4Frame2); level4FrameList.Add(level4Frame3); //Add to list storing level background animation -> J.C. level5FrameList.Add(level5Frame1); level5FrameList.Add(level5Frame2); level5FrameList.Add(level5Frame3); //Add to list storing level background animation -> J.C. Backsidelevel5FrameList.Add(Backsidelevel5Frame1); Backsidelevel5FrameList.Add(Backsidelevel5Frame2); Backsidelevel5FrameList.Add(Backsidelevel5Frame3); //Add to list storing level background animation -> J.C. level6FrameList.Add(level6Frame1); level6FrameList.Add(level6Frame2); level6FrameList.Add(level6Frame3); //Load backside textures -> J.C. BacksideLevel6FrameList.Add(BacksideLevel6Frame1); BacksideLevel6FrameList.Add(BacksideLevel6Frame2); BacksideLevel6FrameList.Add(BacksideLevel6Frame3); //Add to list storing level background animation -> J.C. level7FrameList.Add(level7Frame1); level7FrameList.Add(level7Frame2); level7FrameList.Add(level7Frame3); //Load backside textures -> J.C. BacksideLevel7FrameList.Add(BacksideLevel7Frame1); BacksideLevel7FrameList.Add(BacksideLevel7Frame2); BacksideLevel7FrameList.Add(BacksideLevel7Frame3); //Add to list storing level background animation -> J.C. level8FrameList.Add(level8Frame1); level8FrameList.Add(level8Frame2); level8FrameList.Add(level8Frame3); //Load backside textures -> J.C. BacksideLevel8FrameList.Add(BacksideLevel8Frame1); BacksideLevel8FrameList.Add(BacksideLevel8Frame2); BacksideLevel8FrameList.Add(BacksideLevel8Frame3); //Add to list storing level background animation -> J.C. level9FrameList.Add(level9Frame1); level9FrameList.Add(level9Frame2); level9FrameList.Add(level9Frame3); //Load backside textures -> J.C. BacksideLevel9FrameList.Add(BacksideLevel9Frame1); BacksideLevel9FrameList.Add(BacksideLevel9Frame2); BacksideLevel9FrameList.Add(BacksideLevel9Frame3); //Add to list storing level background animation -> J.C. level10FrameList.Add(level10Frame1); level10FrameList.Add(level10Frame2); level10FrameList.Add(level10Frame3); //Load backside textures -> T.R. BacksideLevel10FrameList.Add(BacksideLevel10Frame1); BacksideLevel10FrameList.Add(BacksideLevel10Frame2); BacksideLevel10FrameList.Add(BacksideLevel10Frame3); //Add to list storing level background animation -> J.C. level11FrameList.Add(level11Frame1); level11FrameList.Add(level11Frame2); level11FrameList.Add(level11Frame3); //Load backside textures -> T.R. BacksideLevel11FrameList.Add(BacksideLevel11Frame1); BacksideLevel11FrameList.Add(BacksideLevel11Frame2); BacksideLevel11FrameList.Add(BacksideLevel11Frame3); //Add to list storing level background animation -> J.C. level12FrameList.Add(level12Frame1); level12FrameList.Add(level12Frame2); level12FrameList.Add(level12Frame3); //Load backside textures -> T.R. BacksideLevel12FrameList.Add(BacksideLevel12Frame1); BacksideLevel12FrameList.Add(BacksideLevel12Frame2); BacksideLevel12FrameList.Add(BacksideLevel12Frame3); //Add to list storing level background animation -> J.C. level13FrameList.Add(level13Frame1); level13FrameList.Add(level13Frame2); level13FrameList.Add(level13Frame3); //Load backside textures -> T.R. BacksideLevel13FrameList.Add(BacksideLevel13Frame1); BacksideLevel13FrameList.Add(BacksideLevel13Frame2); BacksideLevel13FrameList.Add(BacksideLevel13Frame3); //Add to list storing level background animation -> J.C. level14FrameList.Add(level14Frame1); level14FrameList.Add(level14Frame2); level14FrameList.Add(level14Frame3); //Load backside textures -> T.R. BacksideLevel14FrameList.Add(BacksideLevel14Frame1); BacksideLevel14FrameList.Add(BacksideLevel14Frame2); BacksideLevel14FrameList.Add(BacksideLevel14Frame3); //Add to list storing level background animation -> J.C. level15FrameList.Add(level15Frame1); level15FrameList.Add(level15Frame2); level15FrameList.Add(level15Frame3); //Add to list storing level background animation -> J.C. BacksideLevel15FrameList.Add(BacksideLevel15Frame1); BacksideLevel15FrameList.Add(BacksideLevel15Frame2); BacksideLevel15FrameList.Add(BacksideLevel15Frame3); //Add to list storing level background animation -> J.C. level16FrameList.Add(level16Frame1); level16FrameList.Add(level16Frame2); level16FrameList.Add(level16Frame3); //Load backside textures -> T.R. BacksideLevel16FrameList.Add(BacksideLevel16Frame1); BacksideLevel16FrameList.Add(BacksideLevel16Frame2); BacksideLevel16FrameList.Add(BacksideLevel16Frame3); //Add to list storing level background animation -> J.C. level17FrameList.Add(level17Frame1); level17FrameList.Add(level17Frame2); level17FrameList.Add(level17Frame3); //Load backside textures -> T.R. BacksideLevel17FrameList.Add(BacksideLevel17Frame1); BacksideLevel17FrameList.Add(BacksideLevel17Frame2); BacksideLevel17FrameList.Add(BacksideLevel17Frame3); //Add to list storing level background animation -> J.C. level18FrameList.Add(level18Frame1); level18FrameList.Add(level18Frame2); level18FrameList.Add(level18Frame3); //Load backside textures -> T.R. BacksideLevel18FrameList.Add(BacksideLevel18Frame1); BacksideLevel18FrameList.Add(BacksideLevel18Frame2); BacksideLevel18FrameList.Add(BacksideLevel18Frame3); //Add to list storing level background animation -> J.C. level19FrameList.Add(level19Frame1); level19FrameList.Add(level19Frame2); level19FrameList.Add(level19Frame3); //Add to list storing level background animation -> J.C. level20FrameList.Add(level20Frame1); level20FrameList.Add(level20Frame2); level20FrameList.Add(level20Frame3); //Add to list storing level background animation -> J.C. level21FrameList.Add(level21Frame1); level21FrameList.Add(level21Frame2); level21FrameList.Add(level21Frame3); //Add to list storing level background animation -> J.C. level22FrameList.Add(level22Frame1); level22FrameList.Add(level22Frame2); level22FrameList.Add(level22Frame3); //Add to list storing level background animation -> J.C. level23FrameList.Add(level23Frame1); level23FrameList.Add(level23Frame2); level23FrameList.Add(level23Frame3); //Add to list storing level background animation -> J.C. level24FrameList.Add(level24Frame1); level24FrameList.Add(level24Frame2); level24FrameList.Add(level24Frame3); //Add to list storing level background animation -> J.C. level25FrameList.Add(level25Frame1); level25FrameList.Add(level25Frame2); level25FrameList.Add(level25Frame3); finalLevel1FrameList.Add(finalLevel1Frame1); finalLevel6FrameList.Add(finalLevel6Frame1); finalLevel7FrameList.Add(finalLevel7Frame1); finalLevel8FrameList.Add(finalLevel8Frame1); finalLevel9FrameList.Add(finalLevel9Frame1); loadingFrameList.Add(loadingFrame1); loadingFrameList.Add(loadingFrame2); loadingFrameList.Add(loadingFrame3); //douglas -is this coded needed at all? looks like its not used by anything allAnimations.Clear(); allAnimations.Add(slideUpAnimation); allAnimations.Add(slideDownAnimation); allAnimations.Add(openAnimation); allAnimations.Add(deathAnimation); allAnimations.Add(landWallAnimation); allAnimations.Add(idleAnimationA); allAnimations.Add(idleAnimationB); allAnimations.Add(walkAnimation); allAnimations.Add(standAnimation); allAnimations.Add(idleAnimation); allAnimations.Add(jumpAnimation); currFrame = 0; timeToWait = 1 / TRANSITION_FPS; currentAnimType = AnimationType.STAND; currentAnim = standAnimation; firstInGameLoop = true; reversed = false; //The following is initializes the local tearManagerRef if (GameObject.FindGameObjectWithTag("TearManager")) TearManagerRef = GameObject.FindGameObjectWithTag("TearManager").GetComponent<TearManager>(); }