// Init function for launching the playercontroller in play mode. public void InitPlayMode() { levelRef = FindObjectOfType <MainLevel>(); SetCameraRails(); UIMenuRef = levelRef.GetComponent <MenuManager>(); spawnManagerRef = levelRef.GetComponent <SpawnManager>(); mapManagerRef = levelRef.GetComponent <MapEditorManager>(); // Index 0 of the tileMap's structure Palette is the Castle Prefab. castleRef = spawnManagerRef.castleRef; levelRef.GetComponent <MainLevel>().SetGameState(MainLevel.GameState.PLACECASTLE); UIMenuRef.OpenMenu(UIMenuRef.placeCastleNotif); this.enabled = true; }
// Init function for launching the playercontroller in the map editor. public void InitEditMode() { mat_index = 0; editState = CurrentEditMode.NO_OBJ; levelRef = FindObjectOfType <MapEditorLevel>(); mapManagerRef = levelRef.GetComponent <MapEditorManager>(); SetCameraRails(); this.enabled = true; }
// Native Functions ****************************************************************************** // *********************************************************************************************** void Awake() { levelRef = FindObjectOfType <LevelScript>(); mapManagerRef = levelRef.GetComponent <MapEditorManager>(); }
private void UpdatePlayMode() { if (levelRef.GetComponent <MainLevel>().gameState == MainLevel.GameState.PLACECASTLE) { if (Time.timeSinceLevelLoad > levelRef.GetComponent <MainLevel>().castlePromptTime) { PlaceStructure(castleRef); } } else // Build/Combat Phases { if (Input.GetMouseButtonDown(0)) { PlayModeClickInput(); } } if (Input.GetKeyDown(KeyCode.Escape)) { PauseGame(); } }