// Start is called before the first frame update void Start() { flashCanvas.SetActive(true); string sceneName = SceneLoaderScript.getLastSceneName(); sceneName = sceneName != null ? sceneName : ""; LevelDatabase.LevelData level = LevelDatabase.GetLevelData(sceneName); string levelName = level != null ? level.name : "Unknown level"; string levelImage = level != null ? level.polaroidPath : ""; DateTime time = DateTime.UtcNow.Date; dateField.text = time.ToShortDateString(); SetLevelDuration(); levelNameField.text = levelName; selfie.GeneratePose(); tagsField.text = GetRandomTagsText(); backgroundImage.sprite = Resources.Load <Sprite>(levelImage); if (level != null) { string levelNameForPath = levelName.Replace(' ', '_'); screenShot.TakeScreenShot(levelNameForPath, path => { GalleryEntry entry = new GalleryEntry(levelName, path); GalleryManager.Instance.SaveEntry(entry); }); } }
private void Start() { var blocks = FindObjectsOfType <Block>(); blocksCount = Array.FindAll(blocks, b => b.tag == "Breakable").Length; sceneLoader = FindObjectOfType <SceneLoaderScript>(); }
// Use this for initialization void Start() { m_elephantMovement = GameObject.FindObjectOfType <ElephantMovement>(); m_sceneLoader = GameObject.FindObjectOfType <SceneLoaderScript>(); m_wantedLevel = GameObject.FindObjectOfType <WantedLevel>(); StatePatternEnemy.OnCaught += OnCaught; Collectable.OnCollect += OnCollect; }
void SetLevelDuration() { float duration = SceneLoaderScript.getDurationOfLastScene(); int minutes = (int)(duration / 60.0f); int seconds = (int)(duration % 60.0f); levelDurationField.text = $"{minutes.ToString("D2")}:{seconds.ToString("D2")} Minutes"; }
void ShowResults() { SceneLoaderScript sceneLoaderScript = GameObject.Find("RoundManager").GetComponent <SceneLoaderScript>(); string currRound = sceneLoaderScript.GetActiveSceneName(); // Get score GameObject playerNest = GameObject.Find("PlayerNest"); int score = playerNest.GetComponent <NestControl>().GetScore(); string message = ""; if (currRound == "PracticeRound") { message = "You collected " + score + " seeds in this practice mode! Now you'll move to an island with mostly large seeds. Meet the target number of seeds in order to survive!"; sceneLoaderScript.SetFirstIsland("large"); } // Create UI message with score else if (score >= quota) { if (currRound == "RoundOne") { message = "You collected enough seeds, you are thriving on this island! Next, you will try to meet your target again while another finch feeds at the same time."; } else { message = "You collected enough seeds and managed to survive!"; } sceneLoaderScript.SetIsland(_largeNPCPrefab); } else { if (currRound == "RoundOne") { message = "You didn't collect enough seeds, so you must migrate to another island! There might be better seeds there, but other finches as well!"; } else if (currRound == "RoundTwo") { message = "You didn't collect enough seeds, so you failed to survive!"; } string playerFinch = sceneLoaderScript.GetActiveFinchName(); if (playerFinch == "Large_Beak_Finch" || playerFinch == "Medium_Beak_Finch") { sceneLoaderScript.SetIsland(_mediumNPCPrefab, 2f, 17f, 1f); } else { sceneLoaderScript.SetIsland(_smallNPCPrefab, 1f, 2f, 17f); } } GameObject roundCanvas = GameObject.Find("Canvas"); // Fix this hacky positioning later GameObject nextStep = Instantiate(nextStepPrefab, new Vector3(0, 100, 0), Quaternion.identity) as GameObject; nextStep.GetComponentInChildren <Text>().text = message; nextStep.transform.SetParent(roundCanvas.transform, false); // Give option to continue Button continueButton = nextStep.GetComponentInChildren <Button>(); continueButton.onClick.AddListener(delegate { sceneLoaderScript.LoadNext(); }); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag.Contains("Player")) { SceneLoaderScript scene_loader = GetComponent <SceneLoaderScript>(); scene_loader.loadScene(level_name); } //if (collision.tag == "Finish") { // Debug.Log("Collision with FinalFlag!"); // scene_loader.loadScene("LevelComplete"); //} }
//Awake is always called before any Start functions void Awake() { //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); }
private void Start() { sceneLoader = FindObjectOfType <SceneLoaderScript>(); }
public void Awake() { Instance = this; DontDestroyOnLoad(gameObject); }
public GameManagerScript(SceneLoaderScript sceneLoader, InjectorHelper injectorHelper, SignalBus signalBus) { this.sceneLoader = sceneLoader; this.injectorHelper = injectorHelper; this.signalBus = signalBus; }