// Start is called before the first frame update void Start() { player = GameObject.Find("Player"); starGate = GameObject.FindWithTag("StarGate"); gridLayout = GameObject.Find("Grid").GetComponent <GridLayout>(); //get a reference to the grid layout abilityController = player.GetComponent <AbilityController>(); movementController = player.GetComponent <MovementController>(); planetTrigger = player.GetComponent <PlanetTrigger>(); gameController = GameObject.Find("GameController"); mapManager = gameController.GetComponent <ManageMap>(); uiControl = gameController.GetComponent <UIControl>(); resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>(); explainedMining = false; explainedCombat = false; if (mapManager.saveName == "TutorialFile") { flowchart = GameObject.Find("Flowchart").GetComponent <Flowchart>(); //Debug.Log("Number of variables are: "+flowchart.Variables.Count); //Debug.Log("The value of exploration is : "+flowchart.GetBooleanVariable("Exploration")); } }
// Start is called before the first frame update void Start() { gameController = GameObject.Find("GameController"); mapManager = gameController.GetComponent <ManageMap>(); tutorialManager = gameController.GetComponent <TutorialManager>(); uiControl = gameController.GetComponent <UIControl>(); turnManager = gameController.GetComponent <TurnManager>(); resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>(); abilityController = GameObject.Find("Player").GetComponent <AbilityController>(); if (QuickSaveRoot.Exists(resourceAndUpgradeManager.ResourceAndUpgradeDataSaveFileName)) //use the quicksave feature to check if a save file exists { QuickSaveReader instReader = QuickSaveReader.Create(resourceAndUpgradeManager.ResourceAndUpgradeDataSaveFileName); //create an instance of the quick save reader to pull in the save file MaxPlayerHealth = instReader.Read <int>("currentMaxHealth"); maxPlayerShields = instReader.Read <int>("currentMaxShields"); uiControl.SetHealthState(maxPlayerHealth, currentPlayerHealth, maxPlayerShields, currentPlayerShields); } else { MaxPlayerHealth = resourceAndUpgradeManager.CurrentMaxHealth; maxPlayerShields = resourceAndUpgradeManager.CurrentMaxShields; currentPlayerHealth = maxPlayerHealth; currentPlayerShields = maxPlayerShields; uiControl.SetHealthState(maxPlayerHealth, currentPlayerHealth, maxPlayerShields, currentPlayerShields); } movementController = gameObject.GetComponent <MovementController>(); }
// Start is called before the first frame update void Awake() { resourceAndUpgradeManager = GameObject.Find("GameController").GetComponent <ResourceAndUpgradeManager>(); if (resourceAndUpgradeManager.CurrentMaxRocketYield == 2) { transform.localScale = new Vector3(4, 4, 1); } else if (resourceAndUpgradeManager.CurrentMaxRocketYield == 3) { transform.localScale = new Vector3(5, 5, 1); } timer = 0; //Sets the initial state of the timer used to track the explosion life }
void Start() { gameController = GameObject.Find("GameController"); player = GameObject.Find("Player"); tutorialManager = gameController.GetComponent <TutorialManager>(); mapManager = gameController.GetComponent <ManageMap>(); uiController = gameController.GetComponent <UIControl>(); resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>(); abilityController = player.GetComponent <AbilityController>(); movementController = player.GetComponent <MovementController>(); playerHealthControl = player.GetComponent <PlayerHealthControl>(); firstTurn = false; combatActive = false; }
//private int loadingIndex; //variable to set what scense should be loaded when landing on a planet private void Start() { gridLayout = GameObject.Find("Grid").GetComponent <GridLayout>(); //get a reference to the grid layout totalResourceCount = 0; planetResourceAmount = 0; planetState = true; gameController = GameObject.Find("GameController"); player = GameObject.Find("Player"); tutorialManager = gameController.GetComponent <TutorialManager>(); uiController = gameController.GetComponent <UIControl>(); //get a reference to the UIControl script turnManager = gameController.GetComponent <TurnManager>(); //get a reference to the UIControl script mapManager = gameController.GetComponent <ManageMap>(); resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>(); //uiController.SetResourceCount(totalResourceCount, false); movementController = player.GetComponent <MovementController>(); abilityController = player.GetComponent <AbilityController>(); }
// Start is called before the first frame update void Awake() { player = GameObject.FindGameObjectWithTag("Player"); //Access and store a reference to the player game object gameController = GameObject.Find("GameController"); //Access and store a reference to the player game object abilityController = player.GetComponent <AbilityController>(); movementController = player.GetComponent <MovementController>(); playerHealthControl = player.GetComponent <PlayerHealthControl>(); resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>(); mapManager = gameController.GetComponent <ManageMap>(); uiController = gameController.GetComponent <UIControl>(); gridLayout = GameObject.Find("Grid").GetComponent <GridLayout>(); //Access and store a reference to the grid layout turnManager = gameController.GetComponent <TurnManager>(); target = gridLayout.CellToWorld(player.GetComponent <AbilityController>().target); turnsAlive = 0; turnDelay = 1; alreadyUsed = false; rocketYield = resourceAndUpgradeManager.CurrentMaxRocketYield; SetRotation(); //Call the function that will orient this object in the direction of the target. Debug.Log("Rocket reporting in"); }
void Start() { movementState = true; gridLayout = GameObject.Find("Grid").GetComponent <GridLayout>(); //search for and save a reference to the grid layout component playerCellPosition = gridLayout.WorldToCell(transform.position); //get a reference to the player cell position in cell coordinates transform.position = gridLayout.CellToWorld(playerCellPosition); //center the player game object within it's nearest cell by converting the cell coordinates to world coordinates gameController = GameObject.Find("GameController"); mapManager = gameController.GetComponent <ManageMap>(); //get a reference to the map manager clickManager = gameController.GetComponent <ClickManager>(); //get a reference to the map manager resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>(); uiController = gameController.GetComponent <UIControl>(); turnManager = gameController.GetComponent <TurnManager>(); vision = resourceAndUpgradeManager.CurrentMaxSensorRange; mapManager.UpdateFogOfWar(vision, playerCellPosition); //run an update fog of war command from the map manager to clear the fog around the player character on scene start //rotTrack = 0; //set rotation tracking to 0 (this will likely be depreicated with a new rotation system abilityActive = false; //set the ability active flag to false cantMove = false; abilityController = GameObject.Find("Player").GetComponent <AbilityController>(); }
// Start is called before the first frame update void Awake() { gridLayout = GameObject.Find("Grid").GetComponent <GridLayout>(); //Access and store the GridLayout component enemyCellPosition = gridLayout.WorldToCell(transform.position); //Get this enemy's cell position and convert it to the nearest hex coordinates. This is the first half of an operation to center this object in it's position in the hex grid transform.position = gridLayout.CellToWorld(enemyCellPosition); //Take the hex grid position from the last operation, convert it back to world coordinates and set this object's position to those coordinates player = GameObject.FindGameObjectWithTag("Player"); //Access and store the player game object movementController = player.GetComponent <MovementController>(); gameController = GameObject.Find("GameController"); abilityController = player.GetComponent <AbilityController>(); //Access and store the ability controller highlightEnabled = false; mapManager = gameController.GetComponent <ManageMap>(); //Access and store a reference to the map manager script clickManager = gameController.GetComponent <ClickManager>(); //Access and store a reference to the click manager script resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>(); tutorialManager = gameController.GetComponent <TutorialManager>(); playerHealthControl = player.GetComponent <PlayerHealthControl>(); shotIncoming = false; //Set the initial state of the laser animation string clone = "(Clone)"; thisEnemyName = gameObject.name; thisEnemyName = thisEnemyName.Replace(clone, ""); inFlats = false; //thisEnemyObject = new EnemyObject(enemyCellPosition.x, enemyCellPosition.y, thisEnemyName); }
// Start is called before the first frame update void Start() { weaponState = true; gameController = GameObject.Find("GameController"); gridLayout = GameObject.Find("Grid").GetComponent <GridLayout>(); //store a reference to the grid layout component mapManager = gameController.GetComponent <ManageMap>(); //store a reference to the map manager clickManager = gameController.GetComponent <ClickManager>(); uiController = gameController.GetComponent <UIControl>(); turnManager = gameController.GetComponent <TurnManager>(); resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>(); tutorialManager = gameController.GetComponent <TutorialManager>(); player = GameObject.FindGameObjectWithTag("Player"); //store a reference to the player game object playerHealthControl = player.GetComponent <PlayerHealthControl>(); movementController = player.GetComponent <MovementController>(); maxLaserRange = resourceAndUpgradeManager.CurrentMaxLaserRange; //set the initial state of the maximum laser range parameter maxJumpRange = resourceAndUpgradeManager.CurrentMaxJumpRange; instX = player.transform.position.x; //set the initial x position for instantiated objects instY = player.transform.position.y; //set the initial y position for instantiated objects Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); //get the current position of the mouse pointer //target = gridLayout.WorldToCell(ray.origin); //set the initial position of the target (i.e. where is the mouse pointing in grid coordinates) target = gridLayout.WorldToCell(clickManager.TouchPosition); //set the initial position of the target (i.e. where is the mouse pointing in grid coordinates) //target = gridLayout.WorldToCell(clickManager.ClickPosition); //set the initial position of the target (i.e. where is the mouse pointing in grid coordinates) laserState = false; //set the initial state of the laser ability activation jumpState = false; jumpCells = new List <Vector3Int>(); rocketRange = resourceAndUpgradeManager.CurrentMaxRocketRange; rocketReloadTime = resourceAndUpgradeManager.CurrentMaxRocketReload; playerFlats = new List <Vector3Int>(); timer = 0.0f; turnOffAb = false; abilityActive = false; uiController.SetLaserCharge(laserRange, maxLaserRange); uiController.SetJumpCharge(jumpRange, maxJumpRange); uiController.SetShieldBoostRechargeState(currentShieldBoostCharge, shieldBoostRechargeTime); uiController.SetRocketReloadState(currentRocketReloadAmount, rocketReloadTime); }
private void Awake() { upgradeState = true; fogOfWar = GameObject.Find("TilemapFogOfWar"); landOnPlanet = GameObject.Find("LandingButton").GetComponent <Button>(); //get a reference to the planet landing button endPlayerTurn = GameObject.Find("PlayerButtonBackground"); //get a reference to the planet landing button endEnemyTurn = GameObject.Find("EndEnemyTurnButton").GetComponent <Button>(); //get a reference to the planet landing button playerTurnIcon = GameObject.Find("PlayerTurnIconBackground"); enemyTurnIcon = GameObject.Find("EnemyTurnIconBackground"); gameController = GameObject.Find("GameController"); mapManager = gameController.GetComponent <ManageMap>(); turnManager = gameController.GetComponent <TurnManager>(); resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>(); tutorialManager = gameController.GetComponent <TutorialManager>(); levelMusic = gameController.GetComponent <AudioSource>(); player = GameObject.Find("Player"); abilityController = player.GetComponent <AbilityController>(); playerHealthControl = player.GetComponent <PlayerHealthControl>(); movementController = player.GetComponent <MovementController>(); playerShipSounds = player.GetComponent <AudioSource>(); levelMusicVolume = levelMusic.volume; playerShipSoundsVolume = playerShipSounds.volume; resourceWarningMessage = GameObject.Find("AllResourcesCollectedWarningBackgroundImage"); resourceWarningMessage.SetActive(false); healthPanel = GameObject.Find("HealthPanel"); emptyHealthPanel = GameObject.Find("EmptyHealthPanel"); shieldPanel = GameObject.Find("ShieldPanel"); emptyShieldPanel = GameObject.Find("EmptyShieldPanel"); emptyLaserChargeHolder = GameObject.Find("EmptyLaserCharge"); laserChargeHolder = GameObject.Find("FullLaserCharge"); emptyJumpChargeHolder = GameObject.Find("EmptyJumpCharge"); jumpChargeHolder = GameObject.Find("FullJumpCharge"); resourceTextDisplay = GameObject.Find("ResourceCountText (TMP)").GetComponent <TMP_Text>(); landOnPlanet.gameObject.SetActive(false); //disable the planet landing button so it cannot be clicked until desired endPlayerTurn.SetActive(false); //disable the planet landing button so it cannot be clicked until desired endEnemyTurn.gameObject.SetActive(false); //disable the planet landing button so it cannot be clicked until desired abilityUsedIcon = GameObject.Find("AbilityUsedToken"); moveUsedIcon = GameObject.Find("HasMovedToken"); abilityUsedIcon.SetActive(false); moveUsedIcon.SetActive(false); playerTurnIcon.SetActive(false); enemyTurnIcon.SetActive(false); isPaused = false; //set the game pause state to false quietSounds = false; sceneIndex = SceneManager.GetActiveScene().buildIndex; //get a reference to the current scene index rocketSlider = GameObject.Find("RocketReloadMeter").GetComponent <Slider>(); rocketReloadingImage = GameObject.Find("RocketReloadingImage"); shieldSlider = GameObject.Find("ShieldBoostRechargeMeter").GetComponent <Slider>(); shieldRechargingingImage = GameObject.Find("ShieldRechargingImage"); rocketReloadingImage.SetActive(false); shieldRechargingingImage.SetActive(false); upgradeHologramActive = false; threatLevelSlider = GameObject.Find("ThreatLevelIndicator").GetComponentInChildren <Slider>(); gameSavingMessage = GameObject.Find("GameSavingMessageBackgroundImage"); uiCanvas = GameObject.Find("Canvas").GetComponent <Canvas>(); victoryPanel.SetActive(true); scoreTextDisplay = GameObject.Find("ScoreText(TMP)").GetComponent <TMP_Text>(); nameTextDisplay = GameObject.Find("HighScoreNameInputField(TMP)").GetComponent <TMP_InputField>(); victoryPanel.SetActive(false); Transform[] allTransforms = healthPanel.GetComponentsInChildren <Transform>(); foreach (Transform child in allTransforms) { healthList.Add(child.gameObject); } allTransforms = shieldPanel.GetComponentsInChildren <Transform>(); foreach (Transform child in allTransforms) { shieldList.Add(child.gameObject); } allTransforms = emptyHealthPanel.GetComponentsInChildren <Transform>(); foreach (Transform child in allTransforms) { emptyHealthList.Add(child.gameObject); } allTransforms = emptyShieldPanel.GetComponentsInChildren <Transform>(); foreach (Transform child in allTransforms) { emptyShieldList.Add(child.gameObject); } allTransforms = emptyLaserChargeHolder.GetComponentsInChildren <Transform>(); foreach (Transform child in allTransforms) { emptyLaserList.Add(child.gameObject); } allTransforms = laserChargeHolder.GetComponentsInChildren <Transform>(); foreach (Transform child in allTransforms) { laserList.Add(child.gameObject); } allTransforms = emptyJumpChargeHolder.GetComponentsInChildren <Transform>(); foreach (Transform child in allTransforms) { emptyJumpList.Add(child.gameObject); } allTransforms = jumpChargeHolder.GetComponentsInChildren <Transform>(); foreach (Transform child in allTransforms) { jumpList.Add(child.gameObject); } //if (QuickSaveRoot.Exists(resourceAndUpgradeManager.ResourceAndUpgradeDataSaveFileName)||mapManager.saveName=="TutorialFile") //{ // //Do nothing //} //else //{ // newGameMessage.SetActive(true); //} masterUpgradeLayoutGroup = GameObject.Find("MasterUpgradeHorizontalLayoutGroup"); healthUpgradeObject = GameObject.Find("HealthUpgradeObject"); shieldUpgradeObject = GameObject.Find("ShieldUpgradeObject"); laserRangeUpgradeObject = GameObject.Find("LaserRangeUpgradeObject"); laserRechargeUpgradeObject = GameObject.Find("LaserRechargeUpgradeObject"); rocketRangeUpgradeObject = GameObject.Find("RocketRangeUpgradeObject"); rocketReloadUpgradeObject = GameObject.Find("RocketReloadUpgradeObject"); rocketYieldUpgradeObject = GameObject.Find("RocketYieldUpgradeObject"); jumpRangeUpgradeObject = GameObject.Find("JumpRangeUpgradeObject"); jumpRechargeUpgradeObject = GameObject.Find("JumpRechargeUpgradeObject"); shieldBoostUpgradeObject = GameObject.Find("ShieldBoostUpgradeObject"); shieldBoostRechargeUpgradeObject = GameObject.Find("ShieldBoostRechargeUpgradeObject"); shieldOverboostUpgradeObject = GameObject.Find("ShieldOverboostUpgradeObject"); healthRepairObject = GameObject.Find("HealthRepairObject"); sensorRangeUpgradeObject = GameObject.Find("SensorRangeUpgradeObject"); masterUpgradeLayoutGroup.SetActive(false); rocketButtonHolder = GameObject.Find("RocketButtonHolder"); shieldButtonHolder = GameObject.Find("ShieldButtonHolder"); jumpButtonHolder = GameObject.Find("JumpButtonHolder"); rocketButtonHolder.SetActive(resourceAndUpgradeManager.RocketsInstalled); shieldButtonHolder.SetActive(resourceAndUpgradeManager.ShieldBoostInstalled); jumpButtonHolder.SetActive(resourceAndUpgradeManager.JumpDriveInstalled); SetThreatLevelSlider(resourceAndUpgradeManager.ThreatLevel); zoomSlider = GameObject.Find("ZoomSlider").GetComponent <Slider>(); zoomSlider.value = 0.5f; virtualCamera = GameObject.Find("CM vcam1"); }