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