// Use this for initialization void Start() { rootobj = transform.root.gameObject; //ui.SetActive(false); click = false; _text = buildpanel.transform.Find("name").gameObject.GetComponent <Text>(); uistats = buildpanel.GetComponentInParent <UIStats>(); }
// Use this for initialization void Awake() { Input.backButtonLeavesApp = true; self = this; colorMap[0] = Color.green; colorMap[1] = Color.blue; colorMap[2] = new Color(0f, 1f, 1f); colorMap[3] = Color.black; colorMap[4] = Color.red; colorMap[5] = new Color(1f, 0f, 1f); colorMap[6] = new Color(1f, 1f, 0f); Mesh tileMesh = TilePrefab.GetComponent <MeshFilter>().sharedMesh; baseMainVerts = tileMesh.vertices; convertToSides(tileMesh, baseMainVerts, ref sideVerts); tileMesh.vertices = baseMainVerts; sideView = false; inventory = new Inventory(GameObject.FindGameObjectWithTag("inventory"), false); equipment = new Inventory(GameObject.FindGameObjectWithTag("equipS"), true); myCam = GameObject.FindGameObjectWithTag("Cam2").GetComponent <Camera> (); mainCam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera> (); soundUI = myCam.transform.GetChild(1).GetComponent <AudioSource> (); soundEquip = myCam.transform.GetChild(2).GetComponent <AudioSource> (); playerLocation = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform> (); //playerAnim = playerLocation.GetComponent<Animator> (); //playerFollowL = GameObject.FindGameObjectWithTag ("PlayerFollow").GetComponent<Transform> (); UIInventory.SetActive(false); UINormal.SetActive(false); UIEdit.SetActive(false); UIMove.SetActive(false); UIChat.SetActive(false); UIStats.SetActive(false); UIHaS.SetActive(false); UICompass.SetActive(false); UIOptions.SetActive(false); chCam = chatCam.GetComponent <Camera> (); chCam.enabled = false; //chatCam.SetActive (false); selBox = GameObject.FindGameObjectWithTag("selectBox"); selCirc = GameObject.FindGameObjectWithTag("selectCircle"); selBox.SetActive(false); selCirc.SetActive(false); selectBox = selBox; foreach (EnemyType type in Enum.GetValues(EnemyType.archer.GetType())) { GameObject prefab = Resources.Load <GameObject>("Prefabs/enemy/" + type.ToString()); enemyPrefabs.Add(type, prefab); } }
public void Initialize() { stats = FindObjectOfType <UIStats>(); feed = FindObjectOfType <BattleFeed>(); turnPointer = FindObjectOfType <TurnPointer>(); healthBar = GetComponent <HealthBarManager>(); CommonUI = GameObject.FindGameObjectWithTag("CommonUI"); BattleUI = GameObject.FindGameObjectWithTag("BattleUI"); // feed.Initialize(); // stats.Initialize(); // turnPointer.Initialize(); //healthBar.Initialize(); BattleUI.SetActive(false); status = ManagerStatus.Online; Debug.Log("UI manager onine"); }
private void Awake() { instance = this; }
void Awake() { instance = this; }
void Awake() { sharedInstance = this; }
public override void OnStartLocalPlayer() { if (!isLocalPlayer) { return; } commandManager = new CommandManager(this); for (int i = 0; i < prefabsToRegister.Length; i++) { ClientScene.RegisterPrefab(prefabsToRegister [i]); } ResourceStructure.initilize(); /* * ClientScene.RegisterPrefab((GameObject)Resources.Load("Prefabs/Enemy")); * ClientScene.RegisterPrefab((GameObject)Resources.Load("Particles/Hit")); * ClientScene.RegisterPrefab((GameObject)Resources.Load("Particles/ImpactOnGround")); * ClientScene.RegisterPrefab(skillPrefab); * ClientScene.RegisterPrefab(skillEffectPrefab);*/ //UI UICanvas = GameObject.Find("UI"); login = Tools.findInactiveChild(UICanvas, "Login_UI").GetComponent <Login>(); this.movement = GetComponent <PlayerMovement>(); //skills this.skillUi = Tools.findInactiveChild(UICanvas, "Actionbar_UI").GetComponent <SkillUIManager>(); this.skillUi.init(this); this.skillManager = GetComponent <SkillManager>(); this.skillManager.init(this, getSkillUiManager()); //this.skillTreeUi = GameObject.Find(this.skillTreeUi.name) //network network = GetComponent <playerNetwork>(); network.initialize(this); this.skillTreeUi = Tools.getChild(UICanvas, this.skillTreeUi.name); //chat chat = Tools.getChild(UICanvas, "Chat_UI").GetComponent <Chat>(); chat.setPlayer(this); //inventory this.inventory = this.GetComponent <Inventory> (); this.inventory.init(this); //equip equip = Tools.getChild(UICanvas, "Equipment_UI").GetComponent <EquipmentHandler>(); equip.setEquipmentUI(Tools.getChild(UICanvas, "Equipment_UI")); equip.setPlayer(this); //camera camera = Camera.main; camera.GetComponent <MainCamera> ().player = this.gameObject; camera.GetComponent <MainCamera> ().setState((int)e_cameraStates.DEFAULT); //worlds worlds[0] = GameObject.Find("login_World"); worlds[1] = GameObject.Find("World"); //TempQuestUI GameObject tempQuestUI = Instantiate(this.quest_UI); this.questInformationData = tempQuestUI.GetComponentInChildren <QuestInformationData>(); tempQuestUI.transform.SetParent(this.getUI().transform); tempQuestUI.transform.SetAsLastSibling(); tempQuestUI.SetActive(false); questInformationObject = tempQuestUI; //QuestWrapper questWrapper = getUI().transform.GetChild(getUI().transform.childCount - 1).GetChild(1).GetChild(0).GetComponent <QuestWrapper>(); //UIPlayer this.UIPlayer = Tools.findInactiveChild(UICanvas, "Footer_UI").GetComponent <UIPlayerHandler>(); this.UIPlayer.setPlayer(this); this.UIPlayer.gameObject.SetActive(true); this.UIPlayer.updateInfo(); this.UIActionBar = Tools.findInactiveChild(UICanvas, "Actionbar_UI"); UIActionBar.SetActive(true); this.uiStats = Tools.findInactiveChild(UICanvas, "Stat_UI").GetComponent <UIStats>(); uiStats.gameObject.SetActive(false); Debug.Log("STATS: " + this.stats.s_str); this.UIDeath = Tools.findInactiveChild(this.getUI(), "Death_UI"); this.UIDeath.SetActive(true); this.UIDeath.GetComponent <GraveStone>().player = this; this.UIDeath.SetActive(false); //QuestManager this.npcController = GameObject.FindWithTag("NPCManager").GetComponent <NPCController>(); npcController.initilize(this); identity = this.GetComponent <NetworkIdentity>(); Debug.Log("INFO1!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"); }
public void increment(int str, int dex, int s_int, int watt, int matt, int health, int mana, int exp, int level, int money, UIStats uistats) { this.s_str += str; this.s_dex += dex; this.s_int += s_int; this.s_watt += watt; this.s_matt += matt; this.health += health; this.mana += mana; this.exp += exp; this.level += level; this.money += money; uistats.update(this); }