예제 #1
0
    public void ActivateDistaffMenu()
    {
        DistaffPanel.SetActive(true);

        GameManager mood = hubinjector.Request <GameManager>();
        int         temp = mood.GetWorld().completions;

        panel1.text = mood.GetWorld().loopChars[temp][0].name;
        panel2.text = mood.GetWorld().loopChars[temp][1].name;
        panel3.text = mood.GetWorld().loopChars[temp][2].name;
    }
예제 #2
0
    public void InstantiatePlayer(SceneInjector passject, Transform incam)
    {
        sceneject = passject;
        MainCam   = incam;



        //Input

        playerInput = new PlayerControls();
        //playerInput.Debug.DieBind.performed += _ => PlayerDeath();
        playerInput.Debug.DBGdmg.performed        += _ => DebugModify();
        playerInput.MovementMK.Interact.performed += _ => Interact();
        playerInput.MovementMK.Reset.performed    += ctx => Quit();

        //DEBUG: originally in  onenable, but the spawn method is a little odd to be sure.
        playerInput.Enable();

        //Injection
        //sceneject.SceneJect += Injection;
        //sceneject.FixedSceneLoad += PlayerStart;

        LM           = sceneject.Request <LevelManagement>();
        pooler       = sceneject.Request <Pooler>();
        debugManager = sceneject.Request <DebugManager>();

        //DEBUG: input state set, just for now. Eventually, legitimate start.
        inputState = InputState.Move;


        //Stats Subscription
        playerstat               = this.GetComponent <StatsManager>(); //get player stats
        playerstat.onDeath      += PlayerDeath;
        playerstat.HealthUpdate += UpdateHealth;
        playerstat.StatUpdate   += UpdateStats;


        //load local.
        playerMove = this.GetComponent <ThirdPersonMovement>();
        playerstat = this.GetComponent <StatsManager>();
        playercomb = this.GetComponent <PlayerCombat>();
        playerload = this.GetComponent <PlayerLoadout>();

        PlayerStart();
    }
예제 #3
0
//TEMP: basically, spawn, with new start based on Room Manager.
    public void AddInject(SceneInjector _in)
    {
        sceneject = _in;
        _pool     = sceneject.Request <Pooler>();
        EnemyStart();
    }
예제 #4
0
 // Start is called before the first frame update
 void Start()
 {
     _tg = sceneInjector.Request <TotalGenerator>();
     _tg.GenerateWorld();
 }
예제 #5
0
    public void StartGen()
    {
        TotalGenerator gt = sceneInjector.Request <TotalGenerator>();

        gt.GenerateWorld();
    }