private void Start() { playerControls = FindObjectOfType <PlayerControlsCanvas>(); defeat = FindObjectOfType <DefeatScreen>(); options = FindObjectOfType <InGameOptions>(); camera = Camera.main; attackButton = playerControls.AttackButton; jumpButton = playerControls.JumpButton; optionsButton = playerControls.OptionsButton; joystick = playerControls.Joystick; #region Assertions Assert.IsNotNull(rigidbody); Assert.IsNotNull(animator); Assert.IsNotNull(characterSprite); Assert.IsNotNull(joystick); Assert.IsNotNull(jumpButton); Assert.IsNotNull(attackButton); Assert.IsNotNull(optionsButton); Assert.IsNotNull(camera); Assert.IsNotNull(defeat); Assert.IsNotNull(options); Assert.IsNotNull(playerControls); #endregion optionsButton.onClick.AddListener(GoToOptions); jumpButton.onClick.AddListener(Jump); attackButton.onClick.AddListener(Attack); isDead = false; }
private void processInput() { if (_state == State.Menu) { MenuOptions menuInput = _inputService.getMenuInput(); switch (menuInput) { case MenuOptions.Credits: break; case MenuOptions.HighScores: break; case MenuOptions.None: break; default: Init_Maze(menuInput); break; } } if (_state == State.InGame) { _inGameOptions = _inputService.getInGameOptions(); _nextDirection = _inputService.getInputDirection(); } }
void Start() { //Carregar dados do jogador if (PlayerPrefs.GetString("FirstLoad", "true") == "true") { PlayerPrefs.SetString("FirstLoad", "false"); } if (PlayerPrefs.GetString("IsNewGame", "true") == "false") { PlayerPrefs.SetString("IsNewGame", "false"); } PlayerPrefs.SetInt("Level", SceneManager.GetActiveScene().buildIndex); // Obter RigidBody2D da personagem. rigBody = GetComponent <Rigidbody2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); inGameOptions = GetComponent <InGameOptions>(); // Colocar o jogador no lado direito ou esquerdo do mapa baseado na localização anterior if (PlayerPrefs.GetInt("LoadDirection") == -1) { rigBody.position = rightPosition; isFacingRight = false; transform.localScale = new Vector3(-characterScale, characterScale, characterScale); } else { rigBody.position = leftPosition; isFacingRight = true; transform.localScale = new Vector3(characterScale, characterScale, characterScale); } rigBody.velocity = new Vector2(moveSpeed * PlayerPrefs.GetInt("LoadDirection"), 0); }
private void Awake() { this.NormalInventory = this.normalInventory.GetComponent <NormalInventory>(); this.EqInventory = this.equipmentInventory.GetComponent <EqInventory>(); this.InGameOptions = this.optionsMenu.GetComponent <InGameOptions>(); this.championsButtons = this.teamChoose.GetComponentsInChildren <AvatarButton>(); this.player = GameSave.Instance.Player; }
public void HandleInGameOptions(GameObject gameObject, InGameOptions inGameOptions) { DogeSprite dogeSprite = (DogeSprite)gameObject; if (inGameOptions == InGameOptions.Breadcrumbs) { dogeSprite.ShowBreadCrumbs = !dogeSprite.ShowBreadCrumbs; } if (inGameOptions == InGameOptions.Hint) { dogeSprite.ShowHint = !dogeSprite.ShowHint; } if (inGameOptions == InGameOptions.ShortestPath) { dogeSprite.ShowBestPath = !dogeSprite.ShowBestPath; } }
void Start() { // Obter componentes da personagem anim = GetComponent <Animator>(); inGameOptions = GetComponent <InGameOptions>(); }
public void HandleInGameOptions(GameObject gameObject, InGameOptions inGameOptions) { //finish line doesn't care about in game options return; }