Exemplo n.º 1
0
    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;
        }
    }
Exemplo n.º 2
0
    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);
    }