void instantiateControllers() { aiController = GameObject.FindGameObjectWithTag("AIController").GetComponent <AIController>(); waypointController = GameObject.FindGameObjectWithTag("WaypointController").GetComponent <WaypointController>(); waypointController.createWaypoints(ammountOfWaypoints); aiController.createCars(ammountOfAi); guiController = GameObject.FindGameObjectWithTag("GUIController").GetComponent <GUIController>(); inGameGuiController = GameObject.FindGameObjectWithTag("GUIController").GetComponent <InGameGUIController>(); guiController.setProgram(ProgramObjectController.getProgram(), null); }
// Use this for initialization void Start() { m_audioSource = GetComponentInParent <AudioSource>(); GameObject soundManagerObj = GameObject.FindGameObjectWithTag(GameConsts.TAG_SOUND_MANAGER); if (soundManagerObj != null) { m_soundManager = soundManagerObj.GetComponent <SoundManager>(); } m_menuController = GetComponentInParent <InGameGUIController>(); SetActive(m_menuController == null); }
/// What to do when any players leave the room public virtual void OnPeersDisconnected(string[] participantIds) { foreach (string participantID in participantIds) { UILogger.Log("Player " + participantID + " has left."); } // we should also exit the room LeaveGame(); // and we should bring up the disconnection dialog if we are in a game InGameGUIController gui = GameObject.FindObjectOfType <InGameGUIController>(); if (gui != null) { // we are in a level gui.DisconnectionHandler(); return; } // if that didn't work, maybe we are in the postgame menu! in which case, // we should let the menu controller know about the disconnection PostSubmissionMenuController menu = GameObject.FindObjectOfType <PostSubmissionMenuController> (); if (menu != null) { menu.OnDisconnect(); return; } // hmm, if we're here, we much not be in a level yet, // which is unlikely. But, if that's the case, we have // to handle the transition ourselves SceneManager.LoadMainMenu(); }