private void CheckGoldReference() { if (GM == null) { GM = FindObjectOfType <GoldManagement>(); } }
IEnumerator LateInitialization() { yield return(null); EnemySpawner enemySpawner = FindObjectOfType <EnemySpawner>(); enemySpawner.SetDelayedSpawnTime(25f); GoldManagement GM = FindObjectOfType <GoldManagement>(); GM.SetGoldAmount(94); }
IEnumerator ConversationPicker() { List <string> promptTexts = new List <string>(); List <Texture> prompImages = new List <Texture>(); switch (conversationTracker) { case 0: typingSpeed = .5f; personTalking.texture = soldierNeutral; talking = conversations[conversationTracker]; conversationTracker++; //testing //List<string> x = new List<string>() { "x", "y" }; //List<Texture> y = new List<Texture>() { soldierNeutral, soldierScared }; //var prompt = Instantiate(moreInformationPrompt, transform.position, Quaternion.identity, gameObject.transform); //prompt.GetComponentInChildren<MoreInformationPanel>().DelayedInitialization(y, x); break; case 1: typingSpeed = .02f; personTalking.texture = soldierNeutral; talking = conversations[conversationTracker]; conversationTracker++; break; case 2: personTalking.texture = soldierNeutral; talking = conversations[conversationTracker]; conversationTracker++; break; case 3: personTalking.texture = generalShouting; talking = conversations[conversationTracker]; conversationTracker++; break; case 4: // To make the character run in scene timeToRun = true; SpawnTheEnemiesAtScreem(); GM = FindObjectOfType <GoldManagement>(); GM.Started(); personTalking.texture = soldierScared; talking = conversations[conversationTracker]; conversationTracker++; break; case 5: personTalking.texture = general; talking = conversations[conversationTracker]; conversationTracker++; Time.timeScale = .2f; break; case 6: personTalking.texture = generalShouting; talking = conversations[conversationTracker]; conversationTracker++; Time.timeScale = 0f; break; case 7: personTalking.texture = general; talking = conversations[conversationTracker]; conversationTracker++; towerButton.gameObject.SetActive(true); spotLight.gameObject.SetActive(true); spotLight.transform.position = (waypoint1.transform.position + new Vector3(0f, lightHeight, 0f)); isLastChatSegment = true; towerButton.enabled = true; promptTexts = new List <string>() { waveExplanation, goldExplanation, towerButtonExplanation, enemyPathwayExplanation }; prompImages = new List <Texture>() { waveImage, goldImage, towerButtonImage, enemyPathwayImage }; prompt = Instantiate(moreInformationPrompt, transform.position, Quaternion.identity, gameObject.transform); prompt.DelayedInitialization(prompImages, promptTexts); break; case 8: personTalking.texture = general; talking = conversations[conversationTracker]; conversationTracker++; break; case 9: personTalking.texture = general; talking = conversations[conversationTracker]; conversationTracker++; isLastChatSegment = true; // SIGH maybe use this bool to make an if in the slowtalk function so IF this is enabled, it swaps the one that it looks at in the function to disable below... w/e break; case 10: personTalking.texture = general; talking = conversations[conversationTracker]; conversationTracker++; break; case 11: personTalking.texture = general; talking = conversations[conversationTracker]; conversationTracker++; isLastChatSegment = true; break; case 12: personTalking.texture = soldierNeutral; talking = conversations[conversationTracker]; conversationTracker++; Time.timeScale = .2f; break; case 13: personTalking.texture = soldierScared; talking = conversations[conversationTracker]; conversationTracker++; break; case 14: personTalking.texture = general; talking = conversations[conversationTracker]; conversationTracker++; spotLight.gameObject.SetActive(true); spotLight.transform.position = (waypoint2.transform.position + new Vector3(0f, lightHeight, 0f)); break; case 15: personTalking.texture = general; talking = conversations[conversationTracker]; conversationTracker++; Time.timeScale = 0f; isLastChatSegment = true; promptTexts = new List <string>() { enemyTypesExplanation }; prompImages = new List <Texture>() { enemyDoubleImage }; prompt = Instantiate(moreInformationPrompt, transform.position, Quaternion.identity, gameObject.transform); prompt.DelayedInitialization(prompImages, promptTexts); break; } yield break; }
public virtual void DelayedStart() { gold = FindObjectOfType <GoldManagement>(); }