void Start() { bird = GameObject.Find("bird"); account = Account.Load() ?? new Account(); if (account.IsValid) { ui_root.Open <MainWindow>(); } else { ui_root.Open <RegWindow>(); } StartCoroutine(AutoSave()); }
void OnGameExit() { var ui_start = UI.Open <UIStart>(); ui_start.Init(); Close(); }
public override void OnEnter() { Assets.UnloadUnused(); UI.CloseAllWindows(); ui = UI.Open <UIMainMenu>(); ui.Init(); }
void Init() { self = this; #if UNITY_EDITOR Assets.InitForEditor(); #endif UI.Init(); var ui_start = UI.Open <UIStart>(); ui_start.Init(); }
public void Stop() { var hud = UI.Find <UIHud>(); if (hud != null) { hud.Close(); } field.GameOver(); TryWriteResult(field.result); var defeat_ui = UI.Open <UIDefeat>(); defeat_ui.SetField(field); defeat_ui.Init(); field.result.Clear(); }
public void Start() { var field_go = Assets.TryReuse("field_items/field"); field = field_go.GetComponent <GameField>(); if (field == null) { field = field_go.AddComponentOnce <GameField>(); field.Init(field_go); } else { field.OnReuse(); } var hud = UI.Open <UIHud>(); hud.Init(); hud.SetField(field); }
public void SpawnPlayer() { var point = Game.self.location.GetChild("PlayerSpawnPoint"); Error.Verify(point != null); cam_go = Assets.TryReuse("Cameras/PlayerCamera"); var player_go = Assets.TryReuse(prefab: "Characters/Player", activate: false); player_go.transform.position = new Vector3(point.transform.position.x, point.transform.position.y, point.transform.position.z); player_go.transform.rotation = new Quaternion(point.transform.rotation.x, point.transform.rotation.y, point.transform.rotation.z, point.transform.rotation.w); var unit = player_go.GetComponent<CombatUnit>(); unit.Reset(); unit.OnDamaged.AddListener(OnPlayerDamaged); player = unit; player_go.SetActive(true); hud = UI.Open<UIHud>(); hud.Init(); }
public override void OnEnter() { var combat = Game.self.combat; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; UIWindow ui; if (combat.player.is_alive) { ui = UI.Open <UIWin>(); } else { ui = UI.Open <UILose>(); } ui.Init(); combat.Release(); }