void Start() { gameManagerScr = GameObject.Find("_GameManager").GetComponent <S_GameManager>(); //sets the text on the start of game UI pop-up if necessary switch (SceneManager.GetActiveScene().buildIndex) { case 0: break; case 1: break; case 2: descriptionText.text = ""; break; case 3: descriptionText.text = ""; break; case 4: descriptionText.text = ""; break; case 5: descriptionText.text = "Watch out for moving objects!"; break; case 6: descriptionText.text = ""; break; case 7: descriptionText.text = ""; break; case 8: descriptionText.text = ""; break; default: break; } mySound = GetComponent <AudioSource>(); musicController = GameObject.FindGameObjectWithTag("MusicController").GetComponent <AudioSource>(); //set the sliders in the settings menu to represent current settings volumeSlider.value = gameManagerScr.volume; SFXVolumeSlider.value = gameManagerScr.SFXVolume; }
[SerializeField] ParticleSystem confettiSystem; //used for end of level celebration void Awake() { //singleton checks if (control == null) { DontDestroyOnLoad(gameObject); control = this; } else if (control != this) { Destroy(gameObject); } //continuous music if (!mySound) { mySound = GetComponent <AudioSource>(); } //check to perform code on every scene loading except the menu if (SceneManager.GetActiveScene().buildIndex != menu) { //initialise UI elements coinsScoreText = GameObject.Find("Coins Score Text").GetComponent <Text>(); shieldCountText = GameObject.Find("Shield Score Text").GetComponent <Text>(); timeWarpCountText = GameObject.Find("Bomb Score Text").GetComponent <Text>(); //find a reference to the player and mirror shields playerShield = GameObject.FindGameObjectWithTag("PlayerShield"); mirrorShield = GameObject.FindGameObjectWithTag("MirrorShield"); } else { //used to track how many coins are collected in this session. Was used for Google Play achievement tracking... coinStart = coins; } }
// Use this for initialization void Start() { //find and get references to end cube and gamemanager endCube = GameObject.Find("End Cube"); gameManagerScr = GameObject.Find("_GameManager").GetComponent <S_GameManager>(); gameManagerScr.UpdateScores(); //update UI on game start playerMat = gameObject.GetComponent <Renderer>().material; //get the material of the player object (mirror or player) }
private void Start() { playerMovementScr = GameObject.Find("Player").GetComponent <S_PlayerMovement>(); gameManagerScr = GameObject.Find("_GameManager").GetComponent <S_GameManager>(); moneyButtons.gameObject.SetActive(false); mySound = GetComponent <AudioSource>(); popUpAnim.SetTrigger("Use"); //trigger pop up UI to slide in from bottom InvokeRepeating("PlayButtonAnimation", 2.0f, 4.0f); //start the animation loop for the playbutton animations }
void Awake() { if (gameManager == null) { //DontDestroyOnLoad(gameObject); // Dont destroy this gameManager = this; } else if (gameManager != this) { Destroy(gameObject); // Destroy this as another exists } }
void Start() { //create references to required objects playerRigidbody = GetComponent <Rigidbody>(); mainCamera = FindObjectOfType <Camera>(); player = gameObject; playerCollScr = player.GetComponent <S_PlayerCollisions>(); mirror = GameObject.Find("Mirror"); mirrorCollScr = mirror.GetComponent <S_PlayerCollisions>(); mirrorRigidbody = mirror.GetComponent <Rigidbody>(); startTilt = Input.acceleration; //this is used to centre the movement based on the position the user started in rather than true flat gameManagerScr = GameObject.Find("_GameManager").GetComponent <S_GameManager>(); gameManagerScr.bGameInProgress = false; //set game to not in progress as the pop up menu will be onscreen timeImage = GameObject.FindGameObjectWithTag("TimeImage"); timeAnim = timeImage.GetComponent <Animator>(); timeImage.SetActive(false); }
void Start() { gameManagerScr = GameObject.Find("_GameManager").GetComponent <S_GameManager>(); moneyButtons.gameObject.SetActive(false); mySound = GetComponent <AudioSource>(); InvokeRepeating("PlayButtonAnimation", 2.0f, 4.0f); //start the animation loop for the playbutton animations bAnimationFinished = false; //bool used to track when animations are finished Time.timeScale = 1.0f; //ensure timescale is at 1 if player returned to menu during timewarp mode /////////////////////// Google Play Services Stuff //////////////////////////////////////////////// /*PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder().Build(); * PlayGamesPlatform.InitializeInstance(config); * // recommended for debugging: * PlayGamesPlatform.DebugLogEnabled = true; * // Activate the Google Play Games platform * PlayGamesPlatform.Activate(); * //SignIn(); * */ }
void Start() { gameManagerScr = GameObject.Find("_GameManager").GetComponent <S_GameManager>(); tutorialCount = gameManagerScr.tutorialCount; //this value stores what stage of the tutorial the player is currently on coin1.SetActive(false); coin2.SetActive(false); //set up the tutorial level based on the current tutorial stage switch (tutorialCount) { case 0: //first step of tut: movement tutorialText.text = "Tilt to move"; break; case 1: //second step of tut: obstacles Instantiate(firstBarrier); tutorialText.text = "RED MEANS DANGER!"; break; case 2: //third step of tut: coins Instantiate(firstBarrier); coin1.SetActive(true); coin2.SetActive(true); tutorialText.text = "Coins are your friend!"; break; case 3: //fourth step of tut: shop and shield coin1.SetActive(true); coin2.SetActive(true); Instantiate(shieldBarrier); tutorialText.text = "Who doesn't love shopping?!"; break; } }
// Use this for initialization void Start() { gameManagerScr = GameObject.FindGameObjectWithTag("GameManager").GetComponent <S_GameManager>(); mySound = GetComponent <AudioSource>(); }
// Use this for initialization void Start() { Instance = this; }