/*** Script Methods ***/ // Standard init void Start() { // Alloc lists Projectiles = new List<Projectile>(); Explosions = new List<Sprite>(); Glow = new List<Sprite>(); // Alloc common config files ProjectileInfo = new ConfigFile("Config/Weapons/ProjectilesConfig"); // Create shorthand variables WorldWidth = WorldManager.WorldWidth; ShipsList = Globals.WorldView.ShipManager.ShipsList; BuildingsList = Globals.WorldView.BuildingManager.WorldBuildings; Scenery = Globals.WorldView.SceneManager; }
/*** Script Methods ***/ // Use this for initialization void Start() { /*** Init. Game System ***/ // Default camera zoom Camera.main.orthographicSize = Globals.MinCameraSize + (Globals.MaxCameraSize - Globals.MinCameraSize) / 2.0f; // Instantiate all game-level objects SManager = gameObject.AddComponent(typeof(SpriteManager)) as SpriteManager; ProjManager = gameObject.AddComponent(typeof(ProjectileManager)) as ProjectileManager; ShipManager = gameObject.AddComponent(typeof(ShipsManager)) as ShipsManager; SceneManager = gameObject.AddComponent(typeof(SceneryManager)) as SceneryManager; ResManager = gameObject.AddComponent(typeof(ResourceManager)) as ResourceManager; BuildingManager = gameObject.AddComponent(typeof(BuildingManager)) as BuildingManager; AManager = gameObject.AddComponent(typeof(AudioManager)) as AudioManager; SongManager = gameObject.AddComponent(typeof(AudioSystem)) as AudioSystem; OverlayView = gameObject.AddComponent(typeof(GameOverlay)) as GameOverlay; ContextMenuView = gameObject.AddComponent(typeof(GameContextMenu)) as GameContextMenu; /*** Background System ***/ // Allocate the background sprites BackgroundSprites = new Sprite[BackgroundLayerCount]; for(int i = 0; i < BackgroundLayerCount; i++) { // Alloc and retain Sprite Background = new Sprite("Textures/BGLayer" + i); BackgroundSprites[i] = Background; // Make the sprite geometry as big as the max camera, and center it on the camera BackgroundSprites[i].SetGeometrySize(new Vector2(Globals.MaxCameraSize, Globals.MaxCameraSize) * 2.5f * Camera.main.aspect); BackgroundSprites[i].SetPosition(-BackgroundSprites[i].GetGeometrySize() / 2.0f); BackgroundSprites[i].SetDepth(Globals.BackgroundDepth - i); // Each layet is closer to the camera // Register sprite SManager.AddSprite(Background); } /*** Add Scene Elements & Load Enemey Spawn List ***/ // Load the level gen. (note that we finish loading in the "OnLevelWasLoaded" because // of a Unity3D-specific design issue LevelLoaded = false; LevelGen = new LevelManager(TargetLevel); /*** TESTING: Add temp ships ***/ // Create a few ships destroyers bottom right for(int i = 0; i < 6; i++) { int x = UnityEngine.Random.Range(-500, 500); int y = UnityEngine.Random.Range(-500, 500); BaseShip Friendly = null; if(i == 0) Friendly = new CarrierShip(); else if(i == 1) Friendly = new DestroyerShip(); else Friendly = new FighterShip(); Friendly.SetPos(new Vector2(x, y)); ShipManager.ShipsList.Add(Friendly); } }
private void Awake() { ccc = conductorCamera.GetComponent <ConductorCameraController> (); ycc = yardCamera.GetComponent <YardCameraController> (); sceneryManager = FindObjectOfType <SceneryManager> (); }