void Start() { if (FFSystem.OwnGameObject(gameObject)) { FFMessage <ChangeLevelStateEvent> .Connect(OnChangeLevelStateEvent); } }
// Use this for initialization void Start() { // Setup handloers { foreach (Transform textobj in textObjectsRoot) { AddToHandler(textHandlers, textobj); } foreach (Transform iconobj in iconObjectsRoot) { AddToHandler(iconHandlers, iconobj); } foreach (Transform fullscreenobj in fullScreenObjectsRoot) { AddToHandler(fullScreenHandlers, fullscreenobj); } } { // listen to UI events FFMessage <ShowPlayerControlsEvent> .Connect(OnShowPlayerControlsEvent); FFMessage <ShowCustomTextMessage> .Connect(OnShowCustomTextMessage); FFMessage <ShowCustomIconMessage> .Connect(OnShowCustomIconMessage); } }
// Use this for initialization void Start() { // Initialize { FadeSequence = action.Sequence(); } // Fade Sequence { FadeSequence.Property( ffSpriteColor, new Color(ffSpriteColor.Val.r, ffSpriteColor.Val.g, ffSpriteColor.Val.b, 0.0f), FFEase.E_SmoothStart, OpenFadeTime); FadeSequence.Sync(); FadeSequence.Delay(PreFadeTime); FadeSequence.Sync(); if (trigger == FadeTrigger.KeyPress) { InputUpdate(); } else { FFMessage <TriggerFade> .Connect(OnTriggerFade); } } }
// Use this for initialization void Start() { // Connect to an Event, this also registers the event to // FFMessageSystem so that the event's behavior can be // Recorded. FFMessage <PlayerDiedEvent> .Connect(ReportPlayerDeath); }
public static void GetReady() { if (singleton == null) { GameObject newFFClient; newFFClient = new GameObject("FFClient"); _singleton = newFFClient.AddComponent <FFClient>(); FFMessage <ClientConnectedEvent> .Connect(OnClientConnected); FFMessage <ClientSyncTimeEvent> .Connect(OnClientSyncTime); } }
void Awake() { if (this == singleton) { _clientWatch.Start(); FFMessage <NetObjectCreatedEvent> .Connect(OnNetObjectCreatedEvent); FFMessage <NetObjectDestroyedEvent> .Connect(OnNetObjectDestroyedEvent); FFMessage <ClientConnectionReadyEvent> .Connect(OnClientConnectionReady); FFMessage <GameObjectNetIdRecievedEvent> .Connect(OnGameObjectNetIdRecieved); Debug.Log("FFSystem is awake!"); FFLocalEvents.TimeChangeEvent TCE; TCE.newCurrentTime = FFSystem.time; FFMessage <FFLocalEvents.TimeChangeEvent> .SendToLocal(TCE); } }
void Awake() { foreach (var group in damageGroups) { damageGroup |= group; } FFSystem.RegisterNetGameObject(gameObject, gameObject.name); FFMessageBoard <ApplyHealthEvent> .Connect(OnApplyHealth, gameObject); FFMessageBoard <EmptyHealthEvent> .Connect(OnHealthEmpty, gameObject); if (FFServer.isLocal == false) { FFMessageBoard <ExHealth> .Connect(OnServerUpdate, gameObject); } else { FFMessage <FFNetEvents.ClientConnectedEvent> .Connect(OnClientConnected); } }
// Use this for initialization void Start() { updateDialogSeq = action.Sequence(); dialogSequence = action.Sequence(); // Add mapping to dictionary foreach (var mapping in OratorMapping) { if (mapping.name != OratorNames.None && mapping.trans != null) { Orators.Add(mapping.name, mapping.trans); } } // Add Dialogs { foreach (Transform child in transform) { var cd = child.GetComponent <CharacterDialog>(); if (cd != null) { AddCharacterDialog(cd); } } } // Listen to events FFMessage <EnterParty> .Connect(OnEnterParty); FFMessage <LeaveParty> .Connect(OnLeaveParty); FFMessage <EnterArea> .Connect(OnEnterArea); FFMessage <LeaveArea> .Connect(OnLeaveArea); // Start update of dialogs UpdateDialog(); }
void Awake() { bool localNetObject = FFSystem.RegisterNetGameObject(gameObject, "Player"); // Make Sequences MoveSeq = action.Sequence(); // Update Sequence // Input Events only if object was created by local source if (localNetObject) { FFMessage <FFLocalEvents.UpdateEvent> .Connect(OnUpdateEvent); PositionUpdateSeq = action.Sequence(); PositionUpdateSeq.Call(UpdatePositionCall); } FFMessageBoard <ExPlayerPositionUpdate> .Connect(OnPlayerPositionUpdate, gameObject); FFMessageBoard <ExPlayerMoveAction> .Connect(OnPlayerMoveAction, gameObject); FFMessageBoard <ExPlayerFireAction> .Connect(OnPlayerFireAction, gameObject); }
void Start() { FFMessage <ChangeLevelStateEvent> .Connect(OnChangeLevelStateEvent); }
private void Start() { FFMessage <PathFollowerCompletedLoopEvent> .Connect(DoThing); }
// Use this for initialization void Start() { UI = GetComponent <Text>(); FFMessage <MoneyStruct> .Connect(ChangeText); }
private void Awake() { FFMessage <UI_Text> .Connect(ChangeText); }
// Use this for initialization void Start() { FFMessage <PathFollowerCompletedLoopEvent> .Connect(LoopCompleted); }
void Start() { // Events FFMessage <ChangeLevelStateEvent> .Connect(OnChangeLevelStateEvent); FFMessage <GetIPAddressEvent> .Connect(OnGetIPAddressEvent); // Sequence DisconnectSequence = action.Sequence(); // MenuUI if (InputField_PlayerName == null || InputField_ServerIPAddress == null || InputButton_StartNewServer == null || InputButton_JoinServer == null || TextField_IPAddresses == null || TextField_Notice == null) { Debug.LogError("Error, ExLevelController is missing a refernce to a MenuUI object"); return; } // GameUI if (InputButton_LeaveServer == null || TextField_Wave == null || TextField_PlayerNames == null) { Debug.LogError("Error, ExLevelController is missing a refernce to a GameUI object"); return; } // Setup Text Input Events from UI // MenuUI _inputField_playerName = InputField_PlayerName.GetComponent <InputField>(); _inputField_serverIPAddress = InputField_ServerIPAddress.GetComponent <InputField>(); _inputButton_startNewServer = InputButton_StartNewServer.GetComponent <Button>(); _inputButton_joinServer = InputButton_JoinServer.GetComponent <Button>(); _inputButton_quitGame = InputButton_QuitGame.GetComponent <Button>(); _textField_iPAddresses = TextField_IPAddresses.GetComponent <Text>(); _textField_notice = TextField_Notice.GetComponent <Text>(); // GameUI _inputButton_leaveServer = InputButton_LeaveServer.GetComponent <Button>(); _textField_wave = TextField_Wave.GetComponent <Text>(); _textField_playerNames = TextField_PlayerNames.GetComponent <Text>(); // ------------------- Connect to events ------------------------------- // MenuUI _inputField_playerName.onEndEdit.AddListener(OnSubmitPlayerName); _inputField_serverIPAddress.onEndEdit.AddListener(OnSubmitServerIPAddress); _inputButton_startNewServer.onClick.AddListener(OnClickStartNewServer); _inputButton_joinServer.onClick.AddListener(OnClickJoinServer); _inputButton_quitGame.onClick.AddListener(OnClickQuitGame); // GameUI _inputButton_leaveServer.onClick.AddListener(OnClickLeaveServer); // Set Text fields FFClient.GetLocalIPEventStart(); FFClient.GetPublicIPEventStart(); // Set Level State ChangeLevelStateEvent CLSE; CLSE.newState = LevelState.In_Menu; FFMessage <ChangeLevelStateEvent> .SendToLocal(CLSE); }
void Awake() { FFMessage <FFLocalEvents.TimeChangeEvent> .Connect(OnTimeChangeEvent); }
private void Start() { DontDestroyOnLoad(gameObject); FFMessage <HelpedYou> .Connect(HelpedMeF); }
// Use this for initialization void Start() { // FFMessage is global which means that it is not sensative // to where it is called from FFMessage <PlayerDiedEvent> .Connect(OnPlayerDiedEvent); }
// Use this for initialization void Awake() { fog = GetComponent <UB.D2FogsPE>(); FFMessage <FogMsg> .Connect(IncrementFogDensity); }