예제 #1
0
    // Start is called before the first frame update
    void Start()
    {
        player   = GameObject.Find("Player");
        starGate = GameObject.FindWithTag("StarGate");


        gridLayout         = GameObject.Find("Grid").GetComponent <GridLayout>(); //get a reference to the grid layout
        abilityController  = player.GetComponent <AbilityController>();
        movementController = player.GetComponent <MovementController>();
        planetTrigger      = player.GetComponent <PlanetTrigger>();

        gameController            = GameObject.Find("GameController");
        mapManager                = gameController.GetComponent <ManageMap>();
        uiControl                 = gameController.GetComponent <UIControl>();
        resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>();
        explainedMining           = false;
        explainedCombat           = false;

        if (mapManager.saveName == "TutorialFile")
        {
            flowchart = GameObject.Find("Flowchart").GetComponent <Flowchart>();
            //Debug.Log("Number of variables are: "+flowchart.Variables.Count);
            //Debug.Log("The value of exploration is : "+flowchart.GetBooleanVariable("Exploration"));
        }
    }
예제 #2
0
    // Start is called before the first frame update
    void Start()
    {
        gameController            = GameObject.Find("GameController");
        mapManager                = gameController.GetComponent <ManageMap>();
        tutorialManager           = gameController.GetComponent <TutorialManager>();
        uiControl                 = gameController.GetComponent <UIControl>();
        turnManager               = gameController.GetComponent <TurnManager>();
        resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>();
        abilityController         = GameObject.Find("Player").GetComponent <AbilityController>();

        if (QuickSaveRoot.Exists(resourceAndUpgradeManager.ResourceAndUpgradeDataSaveFileName))                                //use the quicksave feature to check if a save file exists
        {
            QuickSaveReader instReader = QuickSaveReader.Create(resourceAndUpgradeManager.ResourceAndUpgradeDataSaveFileName); //create an instance of the quick save reader to pull in the save file
            MaxPlayerHealth  = instReader.Read <int>("currentMaxHealth");
            maxPlayerShields = instReader.Read <int>("currentMaxShields");
            uiControl.SetHealthState(maxPlayerHealth, currentPlayerHealth, maxPlayerShields, currentPlayerShields);
        }
        else
        {
            MaxPlayerHealth      = resourceAndUpgradeManager.CurrentMaxHealth;
            maxPlayerShields     = resourceAndUpgradeManager.CurrentMaxShields;
            currentPlayerHealth  = maxPlayerHealth;
            currentPlayerShields = maxPlayerShields;
            uiControl.SetHealthState(maxPlayerHealth, currentPlayerHealth, maxPlayerShields, currentPlayerShields);
        }

        movementController = gameObject.GetComponent <MovementController>();
    }
예제 #3
0
    private ManageMap mapManager;                  //variable to hold an instance of the map manager



    void Start()
    {
        gridLayout         = GameObject.Find("Grid").GetComponent <GridLayout>();           //On game start, center the player inside the grid point they are within
        movementController = GameObject.Find("Player").GetComponent <MovementController>(); //On game start, center the player inside the grid point they are within
        mapManager         = GameObject.Find("GameController").GetComponent <ManageMap>();
        playerTransform    = GameObject.Find("Player").GetComponent <Transform>();
    }
예제 #4
0
        public CrawlerPrefab(Entities entities, ManageMap manageMap, ContentManager content, Vector2 position, out Entities enemyAdded)
        {
            //add enemy
            var _enemy = new GameObject {
                Id = "Enemy"
            };

            _enemy.AddComponent(new Transform(position));
            _enemy.AddComponent(new SpriteRenderer(content.Load <Texture2D>("Textures/s_crawler"), 16, 16));
            _enemy.AddComponent(new Collision(manageMap, new Rectangle(0, 0, 16, 16), new Vector2(0, 0), content.Load <Texture2D>("Textures/s_pixel")));
            _enemy.AddComponent(new Animation(content.Load <Texture2D>("Textures/s_crawler"), (new SpriteSheetData
                                                                                               (
                                                                                                   16,
                                                                                                   16,
                                                                                                   (new List <string> {
                "Idle", "Walk"
            }),
                                                                                                   (new List <int[]> {
                new[] { 0 }, new[] { 0, 1 }
            }),
                                                                                                   (new List <float> {
                0.2f, 0.2f
            }),
                                                                                                   (new List <bool> {
                true, true
            }

                                                                                                   )))));
            _enemy.AddComponent(new MoveRandomAI(600, 1));
            _enemy.AddComponent(new Damage(entities, _enemy));
            _enemy.AddComponent(new Health(entities, _enemy, 2, 2));
            _enemy.AddComponent(new EfxGenerator(content.Load <Texture2D>("Textures/s_efx")));
            entities.AddEntities(_enemy);
            enemyAdded = entities;
        }
예제 #5
0
 // Start is called before the first frame update
 void Start()
 {
     mapManager          = FindObjectOfType <ManageMap>();
     UIManager           = FindObjectOfType <ManageUI>();
     tileObjectManager   = FindObjectOfType <ManageTileObjects>();
     tileObjectUIManager = tileObjectManager.GetComponent <TileObjectUIManager>();
     selector            = Instantiate(selectorPrefab);
 }
예제 #6
0
 void Awake()
 {
     //Awake should run before anything else in the game
     gridLayout         = GameObject.Find("Grid").GetComponent <GridLayout>(); //Get and store reference to the grid object
     mapManager         = GameObject.Find("GameController").GetComponent <ManageMap>();
     cellPosition       = gridLayout.WorldToCell(transform.position);          //Get the position of this object and convert it to the coordinates of the nearest hex
     transform.position = gridLayout.CellToWorld(cellPosition);                //Take the coordinates of the nearest cell, convert them back to world coordinates and assign that position to this object.
     planetMinedIcon    = transform.GetChild(0).gameObject;
     planetMinedIcon.SetActive(false);
 }
예제 #7
0
 public Collision(ManageMap manageMap, Rectangle boundingBox, Vector2 offset, Texture2D bbTexture)
 {
     _manageMap        = manageMap;
     _boundingBoxPre   = boundingBox;
     _offset           = offset;
     _bbTexture        = bbTexture;
     BoundingBoxSetter = new Rectangle((int)(_boundingBoxPre.X + _offset.X),
                                       (int)(_boundingBoxPre.Y + _offset.Y),
                                       _boundingBoxPre.Width,
                                       _boundingBoxPre.Height);
 }
예제 #8
0
    void Start()
    {
        gameController            = GameObject.Find("GameController");
        player                    = GameObject.Find("Player");
        tutorialManager           = gameController.GetComponent <TutorialManager>();
        mapManager                = gameController.GetComponent <ManageMap>();
        uiController              = gameController.GetComponent <UIControl>();
        resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>();
        abilityController         = player.GetComponent <AbilityController>();
        movementController        = player.GetComponent <MovementController>();
        playerHealthControl       = player.GetComponent <PlayerHealthControl>();

        firstTurn    = false;
        combatActive = false;
    }
예제 #9
0
    private void Awake()
    {
        gameController     = GameObject.Find("GameController");
        turnManager        = gameController.GetComponent <TurnManager>();
        uiController       = gameController.GetComponent <UIControl>();
        mapManager         = gameController.GetComponent <ManageMap>();
        tutorialManager    = gameController.GetComponent <TutorialManager>();
        movementController = GameObject.Find("Player").GetComponent <MovementController>();
        //Awake should run before anything else in the game
        gridLayout = GameObject.Find("Grid").GetComponent <GridLayout>();     //Get and store reference to the grid object

        Vector3Int cellPosition = gridLayout.WorldToCell(transform.position); //Get the position of this object and convert it to the coordinates of the nearest hex

        transform.position = gridLayout.CellToWorld(cellPosition);            //Take the coordinates of the nearest cell, convert them back to world coordinates and assign that position to this object.
    }
예제 #10
0
    //public bool MouseClicked { get { return mouseClicked; } }
    //public Vector3 ClickPosition { get { return clickPosition; } }

    void Start()
    {
        touchRegistered    = false;
        touchEnded         = true;
        gameController     = GameObject.Find("GameController");
        mapManager         = gameController.GetComponent <ManageMap>();
        uiControler        = gameController.GetComponent <UIControl>();
        player             = GameObject.Find("Player");
        movementController = player.GetComponent <MovementController>();
        abilityController  = player.GetComponent <AbilityController>();
        gridLayout         = GameObject.Find("Grid").GetComponent <GridLayout>(); //store a reference to the grid layout component
        waitForQuarterSec  = false;
        //mouseClicked = false;
        timer = 0;
    }
예제 #11
0
        public PlayerPrefab(Entities entities, ManageMap manageMap, ContentManager content, Vector2 position, out Entities outEntities)
        {
            //add player
            var _player = new GameObject {
                Id = "Player"
            };

            //upgrades
            if (PlayerStats.UpgrdStar)
            {
                _player.AddComponent(new Shuriken(entities, _player, content));
            }
            if (PlayerStats.UpgrdFire)
            {
                _player.AddComponent(new FlameStrike(entities, _player, content));
            }


            _player.AddComponent(new Transform(position, (int)HUD.PlayerCurrentDirection));
            _player.AddComponent(new PlayerController(entities, _player));
            _player.AddComponent(new SpriteRenderer(content.Load <Texture2D>("Textures/s_player_atlas"), 54, 35));
            _player.AddComponent(new Animation(content.Load <Texture2D>("Textures/s_player_atlas"), (new SpriteSheetData
                                                                                                     (
                                                                                                         54,
                                                                                                         35,
                                                                                                         (new List <string> {
                "Idle", "Walk", "Jump", "Fall", "Duck", "Attack", "WallJump", "DuckAttack", "WallAttack", "Hurt", "Special", "DuckSpecial", "WallSpecial", "LadderIdle", "Ladder", "LadderAttack", "LadderSpecial"
            }),
                                                                                                         (new List <int[]> {
                new[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 22, 23, 22 }, new[] { 1, 2, 3, 4, 5, 6 }, new[] { 7 }, new[] { 8 }, new[] { 9 }, new[] { 11, 12, 12 }, new[] { 18 }, new[] { 15, 16, 17 }, new[] { 19, 20, 21 }, new[] { 8 }, new[] { 24, 25, 26 }, new[] { 27, 28, 29 }, new[] { 31, 32 }, new[] { 33 }, new[] { 33, 34 }, new[] { 19, 20, 21 }, new[] { 31, 32 }
            }),
                                                                                                         (new List <float> {
                0.1f, 0.1f, 0.2f, 0.2f, 0.2f, 0.1f, 0.2f, 0.1f, 0.1f, 0.3f, 0.06f, 0.06f, 0.06f, 0.2f, 0.2f, 0.1f, 0.06f
            }),
                                                                                                         (new List <bool> {
                true, true, true, true, true, false, true, false, false, false, false, false, false, false, true, false, false
            }

                                                                                                         ))), (int)HUD.PlayerCurrentDirection, true));
            _player.AddComponent(new Collision(manageMap, new Rectangle(0, 0, 13, 24), new Vector2(21, 11), content.Load <Texture2D>("Textures/s_pixel")));
            _player.AddComponent(new Damage(entities, _player));
            _player.AddComponent(new Health(entities, _player, PlayerStats.MaxHealth, HUD.PlayerCurrentHealth));
            _player.AddComponent(new EfxGenerator(content.Load <Texture2D>("Textures/s_efx")));

            entities.AddEntities(_player);

            outEntities = entities;
        }
예제 #12
0
 //private int loadingIndex; //variable to set what scense should be loaded when landing on a planet
 private void Start()
 {
     gridLayout           = GameObject.Find("Grid").GetComponent <GridLayout>(); //get a reference to the grid layout
     totalResourceCount   = 0;
     planetResourceAmount = 0;
     planetState          = true;
     gameController       = GameObject.Find("GameController");
     player                    = GameObject.Find("Player");
     tutorialManager           = gameController.GetComponent <TutorialManager>();
     uiController              = gameController.GetComponent <UIControl>();   //get a reference to the UIControl script
     turnManager               = gameController.GetComponent <TurnManager>(); //get a reference to the UIControl script
     mapManager                = gameController.GetComponent <ManageMap>();
     resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>();
     //uiController.SetResourceCount(totalResourceCount, false);
     movementController = player.GetComponent <MovementController>();
     abilityController  = player.GetComponent <AbilityController>();
 }
예제 #13
0
    void Start()
    {
        movementState             = true;
        gridLayout                = GameObject.Find("Grid").GetComponent <GridLayout>(); //search for and save a reference to the grid layout component
        playerCellPosition        = gridLayout.WorldToCell(transform.position);          //get a reference to the player cell position in cell coordinates
        transform.position        = gridLayout.CellToWorld(playerCellPosition);          //center the player game object within it's nearest cell by converting the cell coordinates to world coordinates
        gameController            = GameObject.Find("GameController");
        mapManager                = gameController.GetComponent <ManageMap>();           //get a reference to the map manager
        clickManager              = gameController.GetComponent <ClickManager>();        //get a reference to the map manager
        resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>();
        uiController              = gameController.GetComponent <UIControl>();
        turnManager               = gameController.GetComponent <TurnManager>();
        vision = resourceAndUpgradeManager.CurrentMaxSensorRange;
        mapManager.UpdateFogOfWar(vision, playerCellPosition); //run an update fog of war command from the map manager to clear the fog around the player character on scene start
        //rotTrack = 0; //set rotation tracking to 0 (this will likely be depreicated with a new rotation system
        abilityActive = false;                                 //set the ability active flag to false
        cantMove      = false;

        abilityController = GameObject.Find("Player").GetComponent <AbilityController>();
    }
예제 #14
0
 // Start is called before the first frame update
 void Awake()
 {
     player                    = GameObject.FindGameObjectWithTag("Player"); //Access and store a reference to the player game object
     gameController            = GameObject.Find("GameController");          //Access and store a reference to the player game object
     abilityController         = player.GetComponent <AbilityController>();
     movementController        = player.GetComponent <MovementController>();
     playerHealthControl       = player.GetComponent <PlayerHealthControl>();
     resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>();
     mapManager                = gameController.GetComponent <ManageMap>();
     uiController              = gameController.GetComponent <UIControl>();
     gridLayout                = GameObject.Find("Grid").GetComponent <GridLayout>(); //Access and store a reference to the grid layout
     turnManager               = gameController.GetComponent <TurnManager>();
     target                    = gridLayout.CellToWorld(player.GetComponent <AbilityController>().target);
     turnsAlive                = 0;
     turnDelay                 = 1;
     alreadyUsed               = false;
     rocketYield               = resourceAndUpgradeManager.CurrentMaxRocketYield;
     SetRotation(); //Call the function that will orient this object in the direction of the target.
     Debug.Log("Rocket reporting in");
 }
예제 #15
0
    // Start is called before the first frame update
    void Start()
    {
        ThreatLevel         = 0;
        player              = GameObject.Find("Player");
        abilityController   = player.GetComponent <AbilityController>();
        playerHealthControl = player.GetComponent <PlayerHealthControl>();
        movementController  = player.GetComponent <MovementController>();

        gameController  = GameObject.Find("GameController");
        uiController    = gameController.GetComponent <UIControl>();
        mapManager      = gameController.GetComponent <ManageMap>();
        tutorialManager = gameController.GetComponent <TutorialManager>();
        uiController.SetResourceCount(resources);

        gridlayout = GameObject.Find("Grid").GetComponent <GridLayout>();


        highScoreObjectList = new List <HighScoreObject>()
        {
            new HighScoreObject("AAA", 0), new HighScoreObject("AAA", 0), new HighScoreObject("AAA", 0), new HighScoreObject("AAA", 0), new HighScoreObject("AAA", 0), new HighScoreObject("AAA", 0), new HighScoreObject("AAA", 0), new HighScoreObject("AAA", 0), new HighScoreObject("AAA", 0), new HighScoreObject("AAA", 0)
        };

        if (mapManager.saveName == "TutorialFile")
        {
            resourceAndUpgradeDataSaveFileName = "tutorialResourceAndUpgradeDataSaveFile";
        }

        if (QuickSaveRoot.Exists(resourceAndUpgradeDataSaveFileName)) //use the quicksave feature to check if a save file exists
        {
            LoadResourceAndUpgradeData();                             //if a save file exists, call the load function
        }
        else
        {
            playerHealthControl.RestoreHealth();
            playerHealthControl.RestoreShields();
            abilityController.laserRange = currentMaxLaserRange;
            uiController.SetLaserCharge(abilityController.laserRange, currentMaxLaserRange);
        }
        LoadHighScores();
    }
예제 #16
0
    // Start is called before the first frame update
    void Awake()
    {
        gridLayout                = GameObject.Find("Grid").GetComponent <GridLayout>(); //Access and store the GridLayout component
        enemyCellPosition         = gridLayout.WorldToCell(transform.position);          //Get this enemy's cell position and convert it to the nearest hex coordinates. This is the first half of an operation to center this object in it's position in the hex grid
        transform.position        = gridLayout.CellToWorld(enemyCellPosition);           //Take the hex grid position from the last operation, convert it back to world coordinates and set this object's position to those coordinates
        player                    = GameObject.FindGameObjectWithTag("Player");          //Access and store the player game object
        movementController        = player.GetComponent <MovementController>();
        gameController            = GameObject.Find("GameController");
        abilityController         = player.GetComponent <AbilityController>();    //Access and store the ability controller
        highlightEnabled          = false;
        mapManager                = gameController.GetComponent <ManageMap>();    //Access and store a reference to the map manager script
        clickManager              = gameController.GetComponent <ClickManager>(); //Access and store a reference to the click manager script
        resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>();
        tutorialManager           = gameController.GetComponent <TutorialManager>();
        playerHealthControl       = player.GetComponent <PlayerHealthControl>();
        shotIncoming              = false; //Set the initial state of the laser animation
        string clone = "(Clone)";

        thisEnemyName = gameObject.name;
        thisEnemyName = thisEnemyName.Replace(clone, "");
        inFlats       = false;
        //thisEnemyObject = new EnemyObject(enemyCellPosition.x, enemyCellPosition.y, thisEnemyName);
    }
예제 #17
0
    // Start is called before the first frame update
    void Start()
    {
        weaponState               = true;
        gameController            = GameObject.Find("GameController");
        gridLayout                = GameObject.Find("Grid").GetComponent <GridLayout>(); //store a reference to the grid layout component
        mapManager                = gameController.GetComponent <ManageMap>();           //store a reference to the map manager
        clickManager              = gameController.GetComponent <ClickManager>();
        uiController              = gameController.GetComponent <UIControl>();
        turnManager               = gameController.GetComponent <TurnManager>();
        resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>();
        tutorialManager           = gameController.GetComponent <TutorialManager>();
        player = GameObject.FindGameObjectWithTag("Player"); //store a reference to the player game object
        playerHealthControl = player.GetComponent <PlayerHealthControl>();
        movementController  = player.GetComponent <MovementController>();
        maxLaserRange       = resourceAndUpgradeManager.CurrentMaxLaserRange; //set the initial state of the maximum laser range parameter
        maxJumpRange        = resourceAndUpgradeManager.CurrentMaxJumpRange;
        instX = player.transform.position.x;                                  //set the initial x position for instantiated objects
        instY = player.transform.position.y;                                  //set the initial y position for instantiated objects
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);          //get the current position of the mouse pointer

        //target = gridLayout.WorldToCell(ray.origin); //set the initial position of the target (i.e. where is the mouse pointing in grid coordinates)
        target = gridLayout.WorldToCell(clickManager.TouchPosition); //set the initial position of the target (i.e. where is the mouse pointing in grid coordinates)
        //target = gridLayout.WorldToCell(clickManager.ClickPosition); //set the initial position of the target (i.e. where is the mouse pointing in grid coordinates)
        laserState       = false;                                    //set the initial state of the laser ability activation
        jumpState        = false;
        jumpCells        = new List <Vector3Int>();
        rocketRange      = resourceAndUpgradeManager.CurrentMaxRocketRange;
        rocketReloadTime = resourceAndUpgradeManager.CurrentMaxRocketReload;
        playerFlats      = new List <Vector3Int>();
        timer            = 0.0f;
        turnOffAb        = false;
        abilityActive    = false;
        uiController.SetLaserCharge(laserRange, maxLaserRange);
        uiController.SetJumpCharge(jumpRange, maxJumpRange);
        uiController.SetShieldBoostRechargeState(currentShieldBoostCharge, shieldBoostRechargeTime);
        uiController.SetRocketReloadState(currentRocketReloadAmount, rocketReloadTime);
    }
예제 #18
0
 // Start is called before the first frame update
 void OnEnable()
 {
     mapManager  = FindObjectOfType <ManageMap>();
     tileObjects = new TileObject[mapManager.width, mapManager.height];
 }
예제 #19
0
    private void Awake()
    {
        upgradeState              = true;
        fogOfWar                  = GameObject.Find("TilemapFogOfWar");
        landOnPlanet              = GameObject.Find("LandingButton").GetComponent <Button>();      //get a reference to the planet landing button
        endPlayerTurn             = GameObject.Find("PlayerButtonBackground");                     //get a reference to the planet landing button
        endEnemyTurn              = GameObject.Find("EndEnemyTurnButton").GetComponent <Button>(); //get a reference to the planet landing button
        playerTurnIcon            = GameObject.Find("PlayerTurnIconBackground");
        enemyTurnIcon             = GameObject.Find("EnemyTurnIconBackground");
        gameController            = GameObject.Find("GameController");
        mapManager                = gameController.GetComponent <ManageMap>();
        turnManager               = gameController.GetComponent <TurnManager>();
        resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>();
        tutorialManager           = gameController.GetComponent <TutorialManager>();
        levelMusic                = gameController.GetComponent <AudioSource>();
        player              = GameObject.Find("Player");
        abilityController   = player.GetComponent <AbilityController>();
        playerHealthControl = player.GetComponent <PlayerHealthControl>();
        movementController  = player.GetComponent <MovementController>();
        playerShipSounds    = player.GetComponent <AudioSource>();

        levelMusicVolume       = levelMusic.volume;
        playerShipSoundsVolume = playerShipSounds.volume;

        resourceWarningMessage = GameObject.Find("AllResourcesCollectedWarningBackgroundImage");
        resourceWarningMessage.SetActive(false);

        healthPanel      = GameObject.Find("HealthPanel");
        emptyHealthPanel = GameObject.Find("EmptyHealthPanel");
        shieldPanel      = GameObject.Find("ShieldPanel");
        emptyShieldPanel = GameObject.Find("EmptyShieldPanel");

        emptyLaserChargeHolder = GameObject.Find("EmptyLaserCharge");
        laserChargeHolder      = GameObject.Find("FullLaserCharge");
        emptyJumpChargeHolder  = GameObject.Find("EmptyJumpCharge");
        jumpChargeHolder       = GameObject.Find("FullJumpCharge");

        resourceTextDisplay = GameObject.Find("ResourceCountText (TMP)").GetComponent <TMP_Text>();

        landOnPlanet.gameObject.SetActive(false); //disable the planet landing button so it cannot be clicked until desired
        endPlayerTurn.SetActive(false);           //disable the planet landing button so it cannot be clicked until desired
        endEnemyTurn.gameObject.SetActive(false); //disable the planet landing button so it cannot be clicked until desired
        abilityUsedIcon = GameObject.Find("AbilityUsedToken");
        moveUsedIcon    = GameObject.Find("HasMovedToken");

        abilityUsedIcon.SetActive(false);
        moveUsedIcon.SetActive(false);
        playerTurnIcon.SetActive(false);
        enemyTurnIcon.SetActive(false);
        isPaused    = false;                                    //set the game pause state to false
        quietSounds = false;
        sceneIndex  = SceneManager.GetActiveScene().buildIndex; //get a reference to the current scene index

        rocketSlider             = GameObject.Find("RocketReloadMeter").GetComponent <Slider>();
        rocketReloadingImage     = GameObject.Find("RocketReloadingImage");
        shieldSlider             = GameObject.Find("ShieldBoostRechargeMeter").GetComponent <Slider>();
        shieldRechargingingImage = GameObject.Find("ShieldRechargingImage");

        rocketReloadingImage.SetActive(false);
        shieldRechargingingImage.SetActive(false);

        upgradeHologramActive = false;

        threatLevelSlider = GameObject.Find("ThreatLevelIndicator").GetComponentInChildren <Slider>();

        gameSavingMessage = GameObject.Find("GameSavingMessageBackgroundImage");

        uiCanvas = GameObject.Find("Canvas").GetComponent <Canvas>();


        victoryPanel.SetActive(true);
        scoreTextDisplay = GameObject.Find("ScoreText(TMP)").GetComponent <TMP_Text>();
        nameTextDisplay  = GameObject.Find("HighScoreNameInputField(TMP)").GetComponent <TMP_InputField>();
        victoryPanel.SetActive(false);

        Transform[] allTransforms = healthPanel.GetComponentsInChildren <Transform>();
        foreach (Transform child in allTransforms)
        {
            healthList.Add(child.gameObject);
        }

        allTransforms = shieldPanel.GetComponentsInChildren <Transform>();
        foreach (Transform child in allTransforms)
        {
            shieldList.Add(child.gameObject);
        }

        allTransforms = emptyHealthPanel.GetComponentsInChildren <Transform>();
        foreach (Transform child in allTransforms)
        {
            emptyHealthList.Add(child.gameObject);
        }

        allTransforms = emptyShieldPanel.GetComponentsInChildren <Transform>();
        foreach (Transform child in allTransforms)
        {
            emptyShieldList.Add(child.gameObject);
        }

        allTransforms = emptyLaserChargeHolder.GetComponentsInChildren <Transform>();
        foreach (Transform child in allTransforms)
        {
            emptyLaserList.Add(child.gameObject);
        }
        allTransforms = laserChargeHolder.GetComponentsInChildren <Transform>();
        foreach (Transform child in allTransforms)
        {
            laserList.Add(child.gameObject);
        }
        allTransforms = emptyJumpChargeHolder.GetComponentsInChildren <Transform>();
        foreach (Transform child in allTransforms)
        {
            emptyJumpList.Add(child.gameObject);
        }
        allTransforms = jumpChargeHolder.GetComponentsInChildren <Transform>();
        foreach (Transform child in allTransforms)
        {
            jumpList.Add(child.gameObject);
        }


        //if (QuickSaveRoot.Exists(resourceAndUpgradeManager.ResourceAndUpgradeDataSaveFileName)||mapManager.saveName=="TutorialFile")
        //{
        //    //Do nothing
        //}
        //else
        //{
        //    newGameMessage.SetActive(true);
        //}


        masterUpgradeLayoutGroup         = GameObject.Find("MasterUpgradeHorizontalLayoutGroup");
        healthUpgradeObject              = GameObject.Find("HealthUpgradeObject");
        shieldUpgradeObject              = GameObject.Find("ShieldUpgradeObject");
        laserRangeUpgradeObject          = GameObject.Find("LaserRangeUpgradeObject");
        laserRechargeUpgradeObject       = GameObject.Find("LaserRechargeUpgradeObject");
        rocketRangeUpgradeObject         = GameObject.Find("RocketRangeUpgradeObject");
        rocketReloadUpgradeObject        = GameObject.Find("RocketReloadUpgradeObject");
        rocketYieldUpgradeObject         = GameObject.Find("RocketYieldUpgradeObject");
        jumpRangeUpgradeObject           = GameObject.Find("JumpRangeUpgradeObject");
        jumpRechargeUpgradeObject        = GameObject.Find("JumpRechargeUpgradeObject");
        shieldBoostUpgradeObject         = GameObject.Find("ShieldBoostUpgradeObject");
        shieldBoostRechargeUpgradeObject = GameObject.Find("ShieldBoostRechargeUpgradeObject");
        shieldOverboostUpgradeObject     = GameObject.Find("ShieldOverboostUpgradeObject");
        healthRepairObject       = GameObject.Find("HealthRepairObject");
        sensorRangeUpgradeObject = GameObject.Find("SensorRangeUpgradeObject");

        masterUpgradeLayoutGroup.SetActive(false);

        rocketButtonHolder = GameObject.Find("RocketButtonHolder");
        shieldButtonHolder = GameObject.Find("ShieldButtonHolder");
        jumpButtonHolder   = GameObject.Find("JumpButtonHolder");

        rocketButtonHolder.SetActive(resourceAndUpgradeManager.RocketsInstalled);
        shieldButtonHolder.SetActive(resourceAndUpgradeManager.ShieldBoostInstalled);
        jumpButtonHolder.SetActive(resourceAndUpgradeManager.JumpDriveInstalled);

        SetThreatLevelSlider(resourceAndUpgradeManager.ThreatLevel);

        zoomSlider       = GameObject.Find("ZoomSlider").GetComponent <Slider>();
        zoomSlider.value = 0.5f;
        virtualCamera    = GameObject.Find("CM vcam1");
    }
예제 #20
0
 public ScreenWorld(ManageScreens manageScreens, bool killPlayer) : base(manageScreens)
 {
     _manageMap  = new ManageMap(ManageMap.Level, manageScreens._graphics, manageScreens);
     _entities   = new Entities();
     _killPlayer = killPlayer;
 }