// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); player.gameSceneControl = this; levelControl = new LevelControl(); levelControl.gameSceneControl = this; levelControl.player = player; levelControl.oniGroupPrefab = oniGroupPrefab; levelControl.Create(); resultControl = new ResultControl(); gameUIControl = GameUIControl.Instance; scoreControl = gameUIControl.scoreControl; result.oniDefeatNum = 0; result.evaluationCount = new int[(int)Evaluation.Num]; result.rank = 0; result.score = 0; result.scoreMax = 0; for (int i = 0; i < result.evaluationCount.Length; i++) { result.evaluationCount[i] = 0; } fadeControl = FadeControl.Instance; fadeControl.Fade(3.0f, new Color(0, 0, 0, 1.0f), new Color(0, 0, 0, 0)); nextState = State.Start; }
// Store some components void Start() { GameObject gC = GameObject.FindGameObjectWithTag("GameController"); gameUICtrl = gC.GetComponent <GameUIControl> (); tiling = gC.GetComponent <ScreenTilingCtrl> (); }
// Use this for initialization void Awake() { TimeLeft = ShimmerTime; changeState(STATE_EMERGE_IDLE); animator = this.GetComponent <Animator>(); gamedisplay = GameObject.FindGameObjectWithTag("Game Display").GetComponent <GameDisplay>(); GUC = GameObject.Find("Canvas/Game UI").GetComponent <GameUIControl>(); }
void Awake() { movementController = GetComponent <PlayerMovementController>(); animationController = GetComponent <PlayerAnimationController>(); actionsController = GetComponent <PlayerActionsController>(); cameraControl = GetComponent <PlayerCameraController>(); entityTarget = this.GetComponentInChildren <EntityTargetingSystem>(); uiControl = GameObject.Find("UI").GetComponent <GameUIControl>(); weaponInst = new ItemInstance(); weaponInst.itemID = baseWeapon.itemID; weaponInst.quality = baseQuality; attackAction = GetWeapon().attackDetails; armorInst = new ItemInstance(); armorInst.itemID = baseArmor.itemID; armorInst.quality = baseQuality; artifactInst = new ItemInstance(); artifactInst.itemID = baseArtifact.itemID; artifactInst.quality = baseQuality; }
bool emg; // Does the grid need to emerge? public void InitializeDisplay() { ldatabase = GameObject.FindGameObjectWithTag("Level Database").GetComponent <LevelDatabase>(); GUC = GameObject.Find("Canvas").transform.FindChild("Game UI").GetComponent <GameUIControl>(); ruleDisplay = GameObject.Find("Canvas").transform.FindChild("Game UI/Rules Panel/Rules Container Panel").GetComponent <RuleDisplay>(); sounds = GetComponents <AudioSource>(); explode = sounds[0]; ding = sounds[1]; levelnumber = 0; currentlevel = ldatabase.levels[levelnumber]; answerKey = currentlevel.levAnswerKey; wallList = currentlevel.levWalls; gamegrid = currentlevel.levGameGrid; levCol = currentlevel.levCol; levRow = currentlevel.levRow; MAX = GlobalControl.control.NumOfLevels; drawLevel = true; }