Пример #1
0
    void Start()
    {
        cSelector      = GetComponentInChildren <DPC_Selector>();
        cPlayDisplayer = GetComponentInChildren <DPC_PlayDisplayer>();

        IO_ZoneList.FLOAD_ZONES();
        mState = PLAYMENU_STATE.SDISPLAYPLAY;
    }
Пример #2
0
    void Start()
    {
        IO_DefPlays.FLOAD_PLAYS();
        IO_PlayList.FLOAD_PLAYS();
        IO_RouteList.FLOAD_ROUTES();
        IO_Settings.FLOAD_SETTINGS();
        IO_ZoneList.FLOAD_ZONES();

        mDebugText.text = "Loading in stuffs";

        // IO_RouteList.FWRITE_ALL_ROUTES_AS_TEXT();
        DeleteOldFilesFromPlayArtDirectories();
        TransferCurrentFormationsAndPlaysIntoPlayArtDirectories();

        mDebugText.text = "Should have transfered text files with formation and plays";

        mState = SplashState.SLOGO;
        mAudioMixer.SetFloat("MASTER_VOLUME", IO_Settings.mSet.lMasterVolume);

        ENTER_Logo();
    }
Пример #3
0
    void Start()
    {
        cPlaySetter  = GetComponent <PRAC_SetUpPlay>();
        cShowDefence = GetComponent <PRAC_ShowDefense>();

        mState         = PRAC_STATE.SPOST_PLAY;
        mPreSnapState  = PRESNAP_STATE.SREADYTOSNAP;
        mPickPlayState = PICKPLAY_STATE.SOFFENSE;
        IO_PlayList.FLOAD_PLAYS();
        IO_DefPlays.FLOAD_PLAYS();
        IO_ZoneList.FLOAD_ZONES();

        IO_RouteList.FLOAD_ROUTES();

        PRS_AssignMan.FLOAD_PRIORITIES();

        // Won't affect the build, but will affect the editor.
        IO_Settings.FLOAD_SETTINGS();
        // IO_RouteList.FCONVERT_TO_TEXT_FILES();
        // IO_PlayList.FCONVERT_TO_TEXT_FILES();
        // IO_DefPlays.FCONVERT_TO_TEXT_FILES();
        // IO_ZoneList.FCONVERT_TO_TEXT_FILES();
        MN_PauseScreen.SetActive(false);
    }
Пример #4
0
 void Awake()
 {
     IO_Settings.FLOAD_SETTINGS();
     IO_DefPlays.FLOAD_PLAYS();
     IO_ZoneList.FLOAD_ZONES();
 }