//initialization void Start() { //set reference to GUI Texts promptGUI = GameObject.Find("Canvas/PrompterText").GetComponent<Text>(); inputGUI = GameObject.Find("Canvas/InputText").GetComponent<Text>(); playerGUI = GameObject.Find("Canvas/PlayerText").GetComponent<Text>(); arrowGUI = GameObject.Find("Canvas/ArrowText").GetComponent<Text>(); gameGUI = GameObject.Find("Canvas/GameText").GetComponent<Text>(); //set reference to controller variables inputControl = GameObject.Find("GameController").GetComponent<InputController>(); gameController = GameObject.Find("GameController").GetComponent<GameController>(); imgController = GameObject.Find("GameController").GetComponent<ImagePlaneController>(); //init text variables prompterText = ""; inputText = ""; playerText = ""; gameText = ""; arrowText = ""; //init textDictionary textDictionary = new Dictionary<InputMode, string>(); textDictionary.Add(InputMode.getMove, "(M)ove or (S)hoot?"); textDictionary.Add(InputMode.getRoom, "Pick a room to move into"); textDictionary.Add(InputMode.getArrowPath, "Pick a room to shoot your arrow through : "); textDictionary.Add(InputMode.won, "Aha! You got the Wumpus! "); textDictionary.Add(InputMode.lost, "You lost! "); textDictionary.Add(InputMode.wumpus, "Oops, bumped a Wumpus!"); textDictionary.Add(InputMode.bat, "Zap--Super Bat snatch! Elsewhereville for you!"); textDictionary.Add(InputMode.pit, "YYYIIIIEEEE . . . fell in a pit"); textDictionary.Add(InputMode.getPlayAgain, "Play again? \n 1)New game, hazards in SAME place \n 2) New game, hazards in NEW places \n 3) Quit"); }
// Use this for initialization void Start() { rend = GetComponent<Renderer>(); trans = GetComponent<Transform>(); imgController = GameObject.Find("GameController").GetComponent<ImagePlaneController>(); id = Int32.Parse(gameObject.name.Substring(12)); inputController = GameObject.Find("GameController").GetComponent<InputController>(); }
void Start() { hazard_cap = 2; wumpusCave = new Cave(); player = new Player("Hunter"); wumpus = new Wumpus("Wumpy"); bats = new List<Bat>(hazard_cap); pits = new List<Pit>(hazard_cap); //init bats & pits for (int i = 0; i < hazard_cap; i++ ){ Bat bat = new Bat(i.ToString()); bats.Add(bat); Pit pit = new Pit(i); pits.Add(pit); } positions = new int[6]; setup(1); //assign player references to controllers //*I don't like it but I run into Object reference not set to an instance errors otherwise.. inputController = GetComponent<InputController>(); guiController = GameObject.Find("Canvas").GetComponent<GUIController>(); imgController = GetComponent<ImagePlaneController>(); inputController.player = player; guiController.player = player; guiController.gameState = STATE; //assign Room prefabs to a room DAO Transform Rooms = GameObject.Find("WumpusCave/Rooms").GetComponent<Transform>(); UnityEngine.Debug.Log(Rooms.childCount); for(int i = 0; i < Rooms.childCount; i++) Rooms.GetChild(i).GetComponent<RoomBehavior>().room = wumpusCave.rooms[i]; }