void Awake() { if (_instance != null) { Debug.Log("Instance already exists!"); return; } _instance = this; //gazeFollower = GetComponent<Transform>(); }
public Sprite visorClosed; //closed visor sprite //init void Start () { //objects theVisorInsideView = GameObject.FindWithTag(TAG_VISOR_INSIDEVIEW); //visor inside view game object in scene theVisorRechargeView = GameObject.FindWithTag(TAG_VISOR_RECHARGEVIEW); //visor recharge view game object in scene theVisorRechargeView.transform.position = new Vector3(theVisorRechargeView.transform.position.x - VISOR_OFFSET_UNITS_INIT, theVisorRechargeView.transform.position.y, theVisorRechargeView.transform.position.z); //offset initial position for recharge view (to align left charging, rather than center) //properties //audio sfxVisorFullEnabled = true; //scripts theRecharge = GetComponent<Recharge>(); //get recharge script attached to object theGazeMove = GetComponent<GazeMove>(); //get gazemove script attached to object } //end function
public Sprite visorClosed; //closed visor sprite //init void Start() { //objects theVisorInsideView = GameObject.FindWithTag(TAG_VISOR_INSIDEVIEW); //visor inside view game object in scene theVisorRechargeView = GameObject.FindWithTag(TAG_VISOR_RECHARGEVIEW); //visor recharge view game object in scene theVisorRechargeView.transform.position = new Vector3(theVisorRechargeView.transform.position.x - VISOR_OFFSET_UNITS_INIT, theVisorRechargeView.transform.position.y, theVisorRechargeView.transform.position.z); //offset initial position for recharge view (to align left charging, rather than center) //properties //audio sfxVisorFullEnabled = true; //scripts theRecharge = GetComponent <Recharge>(); //get recharge script attached to object theGazeMove = GetComponent <GazeMove>(); //get gazemove script attached to object } //end function
//init void Start() { //debug debugOn = false; //default to off //properties currentLevel = 0; //initial level isGameOver = false; //initial flag //objects theCam = Camera.main; //main camera in scene theGame = GameObject.FindWithTag(TAG_GAME); //game manager object in scene theDimView = GameObject.FindWithTag(TAG_DIMVIEW); //dim view game object in scene theVisor = GameObject.FindWithTag(TAG_VISOR); //visor object in scene theVisorFrameView = GameObject.FindWithTag(TAG_VISOR_FRAMEVIEW); //visor frame view object in scene theTargets = GameObject.FindWithTag(TAG_TARGETS); //targets game object container in scene theTutorial = GameObject.FindWithTag(TAG_TUTORIAL); //tutorial game object container in scene //scripts theBounds = theGame.AddComponent <Bounds>(); //add new bounds script theData = theGame.AddComponent <GazeDataManager>(); //add new data manager script theWave = theGame.AddComponent <Wave>(); //add new wave script theVisorRechargeScript = theVisor.GetComponent <Recharge>(); //visor recharge script theVisorGazeMoveScript = theVisor.GetComponent <GazeMove>(); //visor gazemove script //init tutorial wave //a single target that must be destroyed to advance theWave = theWave.waveWithPrefabParentLimits(target_00, theTargets, 1, 1, 0); //update score ScoreManager.Instance.resetScore(); UnityEngine.Debug.Log("[GameManager] Starting the game!"); //transition into scene via state manager if (StateManager.Instance != null) { TransitionFade theTransition = StateManager.Instance.gameObject.GetComponent <TransitionFade>(); theTransition.toggleFade(); } //audio if (AudioManager.Instance != null) { AudioManager.Instance.toggleFade(); } } //end function
//init void Start () { //debug debugOn = false; //default to off //properties currentLevel = 0; //initial level isGameOver = false; //initial flag //objects theCam = Camera.main; //main camera in scene theGame = GameObject.FindWithTag(TAG_GAME); //game manager object in scene theDimView = GameObject.FindWithTag(TAG_DIMVIEW); //dim view game object in scene theVisor = GameObject.FindWithTag(TAG_VISOR); //visor object in scene theVisorFrameView = GameObject.FindWithTag(TAG_VISOR_FRAMEVIEW); //visor frame view object in scene theTargets = GameObject.FindWithTag(TAG_TARGETS); //targets game object container in scene theTutorial = GameObject.FindWithTag(TAG_TUTORIAL); //tutorial game object container in scene //scripts theBounds = theGame.AddComponent<Bounds>(); //add new bounds script theData = theGame.AddComponent<GazeDataManager>(); //add new data manager script theWave = theGame.AddComponent<Wave>(); //add new wave script theVisorRechargeScript = theVisor.GetComponent<Recharge>(); //visor recharge script theVisorGazeMoveScript = theVisor.GetComponent<GazeMove>(); //visor gazemove script //init tutorial wave //a single target that must be destroyed to advance theWave = theWave.waveWithPrefabParentLimits(target_00, theTargets, 1, 1, 0); //update score ScoreManager.Instance.resetScore(); UnityEngine.Debug.Log("[GameManager] Starting the game!"); //transition into scene via state manager if (StateManager.Instance != null) { TransitionFade theTransition = StateManager.Instance.gameObject.GetComponent<TransitionFade>(); theTransition.toggleFade(); } //audio if (AudioManager.Instance != null) { AudioManager.Instance.toggleFade(); } } //end function