private void Start() { lightingImageEffect_ = SceneGlobals.Instance.LightingImageEffect; startLight_ = LightingImageEffect.Instance.CurrentValues; baseAmbientColor_ = LightingImageEffect.Instance.CurrentValues.AmbientLight; ScaleAmbientLight(0.6f); nextFlash = Time.time + 2 + Random.value; CurrentRunData.Instance.Boss1Attempts++; golemKing_ = FindObjectOfType <GolemKingController>(); miniGolems_ = FindObjectsOfType <MiniGolemController>(); golems_ = FindObjectsOfType <GolemController>(); for (int i = 0; i < golems_.Length; ++i) { golems_[i].gameObject.SetActive(false); } GameEvents.OnGolemKingCallingForHelp += GameEvents_OnGolemKingCallingForHelp; GameEvents.OnAllEnemiesKilled += GameEvents_OnAllEnemiesKilled; nextLevelPortal_ = GameSceneLogic.Instance.NextLevelPortal; nextLevelPortal_.gameObject.SetActive(true); nextLevelPortal_.transform.position = Vector3.right * 800; Chest.SetActive(false); }
IEnumerator Start() { LoadingCanvas.gameObject.SetActive(true); ShowPlayerName(false); HumanPlayerController.CanShoot = false; ControlsText.gameObject.SetActive(GameProgressData.CurrentProgress.NumberOfDeaths == 0); while (!PlayFabFacade.Instance.LoginProcessComplete) { yield return(null); } Weapons.LoadWeaponsFromResources(); Enemies.LoadEnemiesFromResources(); QuestPortal.SetActive(false); LoadingCanvas.gameObject.SetActive(false); IntroCanvas.gameObject.SetActive(true); string ghostPath = PlayerPrefs.GetString("LatestCampPath"); try { if (string.IsNullOrWhiteSpace(ghostPath)) { PlayFabFacade.AllData.InfoResultPayload.TitleData.TryGetValue("DefaultCampGhost", out ghostPath); } GhostPath.FromString(ghostPath); if (GhostPath.HasPath) { var ghost = Instantiate(GhostPlayerPrefab, Vector3.left * 10000, Quaternion.identity); ghostScript_ = ghost.GetComponent <GhostPlayerScript>(); } } catch (System.Exception) { } camPos_ = SceneGlobals.Instance.CameraPositioner; camShake_ = SceneGlobals.Instance.CameraShake; lightingImageEffect_ = SceneGlobals.Instance.LightingImageEffect; mapAccess_ = SceneGlobals.Instance.MapAccess; mapScript_ = SceneGlobals.Instance.MapScript; lightingImageEffect_.Darkness = 0.0f; SceneGlobals.Instance.GraveStoneManager.CreateGravestones(); mapAccess_.BuildCollisionMapFromWallTilemap(mapScript_.FloorTileMap); SetLighting(MenuLightingSettings); CreateCharacters(); ActivateLatestSelectedCharacter(); StartCoroutine(InMenu()); }
private void Awake() { Instance = this; CurrentValues = new LightingEffectSettings(); target_ = new LightingEffectSettings(); id_LightingTex = Shader.PropertyToID("_LightingTex"); id_Brightness = Shader.PropertyToID("_Brightness"); id_MonochromeAmount = Shader.PropertyToID("_MonochromeAmount"); id_MonochromeFactorR = Shader.PropertyToID("_MonochromeFactorR"); id_MonochromeFactorG = Shader.PropertyToID("_MonochromeFactorG"); id_MonochromeFactorB = Shader.PropertyToID("_MonochromeFactorB"); id_MonochromeDisplayR = Shader.PropertyToID("_MonochromeDisplayR"); id_MonochromeDisplayG = Shader.PropertyToID("_MonochromeDisplayG"); id_MonochromeDisplayB = Shader.PropertyToID("_MonochromeDisplayB"); id_Darkness = Shader.PropertyToID("_Darkness"); id_AspectRatio = Shader.PropertyToID("_AspectRatio"); SetBaseColor(StartValues); }
void Awake() { MapLayer = LayerMask.NameToLayer("Map"); PlayerLayer = LayerMask.NameToLayer("Player"); PlayerDamageLayer = LayerMask.NameToLayer("PlayerDamage"); PlayerInteractionLayer = LayerMask.NameToLayer("PlayerInteraction"); EnemyLayer = LayerMask.NameToLayer("Enemy"); EnemyNoWallsLayer = LayerMask.NameToLayer("EnemyNoWalls"); EnemyDamageLayer = LayerMask.NameToLayer("EnemyDamage"); DeadEnemyLayer = LayerMask.NameToLayer("DeadEnemy"); EnemyDeadOrAliveMask = (1 << EnemyLayer) + (1 << EnemyNoWallsLayer) + (1 << DeadEnemyLayer); EnemyAliveMask = (1 << EnemyLayer) + (1 << EnemyNoWallsLayer); CameraPositioner = FindObjectOfType <CameraPositioner>(); CameraShake = FindObjectOfType <CameraShake>(); AudioManager = FindObjectOfType <AudioManager>(); MapScript = FindObjectOfType <MapScript>(); MapAccess = (IMapAccess)MapScript; ParticleScript = FindObjectOfType <ParticleScript>(); DebugLinesScript = FindObjectOfType <DebugLinesScript>(); LightingImageEffect = FindObjectOfType <LightingImageEffect>(); LightingCamera = FindObjectOfType <LightingCamera>(); MapCamera = FindObjectOfType <MiniMapCamera>(); PlayableCharacters = FindObjectOfType <PlayableCharacters>(); GraveStoneManager = FindObjectOfType <GraveStoneManager>(); NullCheck(MapLayer); NullCheck(PlayerLayer); NullCheck(PlayerDamageLayer); NullCheck(PlayerInteractionLayer); NullCheck(EnemyLayer); NullCheck(EnemyDamageLayer); NullCheck(DeadEnemyLayer); Instance = this; }
private void Awake() { lightingCam_ = GetComponent <Camera>(); lightingImageEffect_ = ParentCamera.GetComponent <LightingImageEffect>(); }