void Start() { Or_m_HorizontalJump = m_HorizontalJump; m_Animator = GetComponent <Animator>(); m_Rigidbody = GetComponent <Rigidbody>(); m_Capsule = GetComponent <CapsuleCollider>(); m_CapsuleHeight = m_Capsule.height; m_CapsuleCenter = m_Capsule.center; userContol = GetComponent <W_UserControl>(); m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; m_OrigGroundCheckDistance = m_GroundCheckDistance; PlayerAudioSource = GetComponent <AudioSource>(); SplashEffect.gameObject.SetActive(false); FrozenEffect.gameObject.SetActive(false); SplashInLavaEffect.gameObject.SetActive(false); SuperJumpEffect.gameObject.SetActive(false); SuperSpeedEffect.gameObject.SetActive(false); JumpItem.Instance.normalJumpPower = m_JumpPower; OkyListering = GetComponent <AudioListener>(); OrSpeedMultiplier = m_AnimSpeedMultiplier; OrMoveSpeedMultiplier = m_MoveSpeedMultiplier; FrozenMaetrial = FrozenEffect.transform.GetChild(0).GetComponent <Renderer>().material; _fullEnergyMessage = GameObject.Find("_fullEnergyMessage"); _fullEnergyMessage.SetActive(false); //Crea l'array dei materiali originali OriginalsMaterials = new Material[ObjectToLamp.Length]; for (int i = 0; i < ObjectToLamp.Length; i++) { //Salvo i materiali originali OriginalsMaterials[i] = ObjectToLamp[i].material; } foreach (GameObject LampShotEffect in LampShotEffect) { LampShotEffect.SetActive(false); } if (!EventsAdded) { AddEvent(m_Animator, 7, 0.25f, "EmitProjectile", 0); EventsAdded = true; } }
public static void OnLoadLevel() { //Imposto qui il palyer, ad ogni caricamento di livello m_Character = FindObjectOfType <W_playerController>(); UserControl = FindObjectOfType <W_UserControl>(); cameraShake = FindObjectOfType <CameraShake>(); cameraMovements = FindObjectOfType <CameraMovements>(); ThisLevelManager = FindObjectOfType <LevelManager>(); //Ad ogni caricamento di livello, trova il level manager gameUI = FindObjectOfType <GameUI>(); //Ad ogni caricamento di livello, trova il level manager//Lo trova ad ongi caricamento di livello gameUI.gameObject.GetComponent <CanvasGroup>().alpha = 1; //Se è un livello, al caricamento, visualizzalo MiniMenu = GameObject.Find("MiniMenu"); MiniOptionsMenu = GameObject.Find("MiniOptionsMenu"); Timer = FindObjectOfType <W_SceneTimer>(); //Se non sono nel developmentMode if (!developmentMode) { MainMenu.HideMainMenu();//Se è un livello, al caricamento, nascondilo } m_Character.GetComponent <Rigidbody>().isKinematic = true; //Prendo i gameObjects da GameUI di questo livello MiniMenu = GameUI.Instance._MiniMenu; MiniOptionsMenu = GameUI.Instance._MiniOptionsMenu; _DeadPanel = GameUI.Instance._DeadPanel; _EndTimePanel = GameUI.Instance._EndTimePanel; MiniMenu.gameObject.SetActive(false); MiniOptionsMenu.gameObject.SetActive(false); _DeadPanel.gameObject.SetActive(false); _EndTimePanel.gameObject.SetActive(false); PlayerIsDead = false; m_Character.PlayerEnergy = 1; //Timer.PauseTimer = true; //Mette in pausa per i primi tot secondi, poi parte Camera.main.transform.localPosition = new Vector3(Camera.main.transform.localPosition.x, Camera.main.transform.localPosition.y, GameManager.Instance.CameraDistance + ThisLevelManager.TowerSize); }