public void ConfirmButton() { NewNetworkManagerScript networkManager = GameObject.Find("NewNetworkManager").GetComponent <NewNetworkManagerScript> (); networkManager.updateSelectedCharacter(selectionIndex); SceneManager.LoadScene("Network"); }
// Initial setup void Start() { // Avoid duplication of this object if (scriptInstance == null) { scriptInstance = this; } else { Destroy(this.gameObject); return; } // To stop the script object from destroying when a new scene is loaded DontDestroyOnLoad(this.gameObject); // Randomly select a character updateSelectedCharacter(UnityEngine.Random.Range(0, 4)); // Set loglevel to full //PhotonNetwork.logLevel = PhotonLogLevel.Full; // Get player 2 setting //player2Position = player2Transform.transform.position; //player2Rotation = player2Transform.transform.rotation; }
public void Start() { chim.SetActive(false); split.SetActive(false); kronos.SetActive(false); butch.SetActive(false); chimEnemy.SetActive(false); splitEnemy.SetActive(false); kronosEnemy.SetActive(false); butchEnemy.SetActive(false); isReloading = false; startTimer = false; gracePeriodDuration = 5f; matchDuration = 30f; //change to 30 later gameOver = false; startCountDown = false; networkManager = GameObject.Find("NewNetworkManager").GetComponent <NewNetworkManagerScript> (); int playerCharacterId = networkManager.getPlayerCharacterId(); initPlayer(playerCharacterId, "player"); initPlayer(UnityEngine.Random.Range(1, 4), "enemy"); //DontDestroyOnLoad (this.gameObject); //initPClock (); //Invoke (changeClockText (playerClock, matchDuration, true), gracePeriodDuration); }
// Use this for initialization private void Start() { // Allocate memory for our data structures numDisplays = transform.childCount; characterList = new GameObject[numDisplays]; characterDisplays = new characterDisplay[numDisplays]; namesDictionary = new Dictionary <int, GameObject> (); healthsDictionary = new Dictionary <int, GameObject> (); damagesDictionary = new Dictionary <int, GameObject> (); rSpeedsDictionary = new Dictionary <int, GameObject> (); hSpeedsDictionary = new Dictionary <int, GameObject> (); vSpeedsDictionary = new Dictionary <int, GameObject> (); xHairsDictionary = new Dictionary <int, GameObject> (); bMarksDictionary = new Dictionary <int, GameObject> (); // Initialize our data structures for (int i = 0; i < transform.childCount; i++) { characterList [i] = transform.GetChild(i).gameObject; characterDisplays [i].displayedModel = characterList [i].gameObject; characterDisplays [i].myParams.objGrandParent = characterDisplays [i].displayedModel.transform.FindChild("ParametersPanel").gameObject; characterDisplays [i].myParams.playerModel = characterDisplays [i].displayedModel.transform.GetChild(1).gameObject; characterDisplays [i].myParams.numChildren = characterDisplays [i].myParams.objGrandParent.transform.childCount; characterDisplays [i].myParams.paraName = new parameterParentAndChildren[characterDisplays [i].myParams.numChildren]; for (int j = 0; j < characterDisplays [i].myParams.numChildren; j++) { characterDisplays [i].myParams.paraName [j].objParent = characterDisplays [i].myParams.objGrandParent.transform.GetChild(j).gameObject; //characterDisplays[i].myParams.paraName[j].theChildren = new GameObject[characterDisplays [i].myParams.paraName[j].objParent.transform.childCount]; characterDisplays [i].myParams.paraName [j].numChildren = characterDisplays [i].myParams.paraName [j].objParent.transform.childCount; characterDisplays [i].myParams.paraName [j].theChild = characterDisplays [i].myParams.paraName [j].objParent.transform.GetChild(0).gameObject; //Debug.Log("This should say name or dummy11: " + characterDisplays[i].myParams.paraName[j].theChild.GetComponent<Text>().text); /*Debug.Log("This should say name or dummy1: " + characterDisplays[i].myParams.paraName[j].theChild.name); * * for (int k = 0; k < characterDisplays [i].myParams.paraName[j].numChildren; k++) { * characterDisplays [i].myParams.paraName[j].theChildren [k] = characterDisplays [i].myParams.paraName[j].objParent.transform.GetChild(k).gameObject; * //Debug.Log (characterDisplays [i].myParams.paraName[j].theChildren [k].name); * }*/ switch (j) { case 0: namesDictionary.Add(i, characterDisplays [i].myParams.paraName [j].theChild.gameObject); continue; case 1: healthsDictionary.Add(i, characterDisplays [i].myParams.paraName [j].theChild.gameObject); continue; case 2: damagesDictionary.Add(i, characterDisplays [i].myParams.paraName [j].theChild.gameObject); continue; case 3: rSpeedsDictionary.Add(i, characterDisplays [i].myParams.paraName [j].theChild.gameObject); continue; case 4: hSpeedsDictionary.Add(i, characterDisplays [i].myParams.paraName [j].theChild.gameObject); continue; case 5: vSpeedsDictionary.Add(i, characterDisplays [i].myParams.paraName [j].theChild.gameObject); continue; case 6: xHairsDictionary.Add(i, characterDisplays [i].myParams.paraName [j].theChild.gameObject); continue; case 7: bMarksDictionary.Add(i, characterDisplays [i].myParams.paraName [j].theChild.gameObject); continue; } } //initialize script references for the characters switch (i) { case 0: butchValueScript = characterDisplays [i].myParams.playerModel.GetComponent <ScriptButch> (); butchValueScript.initButch(); namesDictionary [i].GetComponent <Text> ().text = butchValueScript.characterName; determineBarFeatures((int)butchValueScript.health, healthsDictionary [i].gameObject); determineBarFeatures((int)butchValueScript.damage, damagesDictionary [i].gameObject); determineBarFeatures((int)butchValueScript.reloadSpeed, rSpeedsDictionary [i].gameObject); determineBarFeatures((int)butchValueScript.hSpeed, hSpeedsDictionary [i].gameObject); determineBarFeatures((int)butchValueScript.vSpeed, vSpeedsDictionary [i].gameObject); continue; case 1: splitValueScript = characterDisplays [i].myParams.playerModel.GetComponent <ScriptSplit> (); splitValueScript.initSplit(); namesDictionary [i].GetComponent <Text> ().text = splitValueScript.characterName; determineBarFeatures((int)splitValueScript.health, healthsDictionary [i].gameObject); determineBarFeatures((int)splitValueScript.damage, damagesDictionary [i].gameObject); determineBarFeatures((int)splitValueScript.reloadSpeed, rSpeedsDictionary [i].gameObject); determineBarFeatures((int)splitValueScript.hSpeed, hSpeedsDictionary [i].gameObject); determineBarFeatures((int)splitValueScript.vSpeed, vSpeedsDictionary [i].gameObject); continue; case 2: chimValueScript = characterDisplays [i].myParams.playerModel.GetComponent <ScriptChim> (); chimValueScript.initChim(); namesDictionary [i].GetComponent <Text> ().text = chimValueScript.characterName; determineBarFeatures((int)chimValueScript.health, healthsDictionary [i].gameObject); determineBarFeatures((int)chimValueScript.damage, damagesDictionary [i].gameObject); determineBarFeatures((int)chimValueScript.reloadSpeed, rSpeedsDictionary [i].gameObject); determineBarFeatures((int)chimValueScript.hSpeed, hSpeedsDictionary [i].gameObject); determineBarFeatures((int)chimValueScript.vSpeed, vSpeedsDictionary [i].gameObject); continue; case 3: kronosValueScript = characterDisplays [i].myParams.playerModel.GetComponent <ScriptKronos> (); kronosValueScript.initKronos(); namesDictionary [i].GetComponent <Text> ().text = kronosValueScript.characterName; determineBarFeatures((int)kronosValueScript.health, healthsDictionary [i].gameObject); determineBarFeatures((int)kronosValueScript.damage, damagesDictionary [i].gameObject); determineBarFeatures((int)kronosValueScript.reloadSpeed, rSpeedsDictionary [i].gameObject); determineBarFeatures((int)kronosValueScript.hSpeed, hSpeedsDictionary [i].gameObject); determineBarFeatures((int)kronosValueScript.vSpeed, vSpeedsDictionary [i].gameObject); continue; } } // Toggle off rendering of displayModels for (int i = 0; i < numDisplays; i++) { characterDisplays [i].displayedModel.gameObject.SetActive(false); } /* * foreach (KeyValuePair<int,GameObject> entry in namesDictionary){ * Debug.Log("these are all the names in the list: " + entry.Value.GetComponent<Text>().text); * }*/ NewNetworkManagerScript networkManager = GameObject.Find("NewNetworkManager").GetComponent <NewNetworkManagerScript> (); selectionIndex = networkManager.getSelectedCharacterId(); // Toggle on first index if (characterDisplays [networkManager.getSelectedCharacterId()].displayedModel) { characterDisplays [networkManager.getSelectedCharacterId()].displayedModel.SetActive(true); } else if (characterDisplays [0].displayedModel) { characterDisplays [0].displayedModel.SetActive(true); } else { Debug.Log("Error: index error while toggling on characterDisplays during start()"); } }
// Use this for initialization void Start() { networkManager = GameObject.Find("NewNetworkManager").GetComponent <NewNetworkManagerScript> (); //GameObject.Find ("PlayFriendInput").GetComponent<UnityEngine.UI.InputField> ().characterLimit = 10; //GameObject.Find ("PlayFriendInput").GetComponent<UnityEngine.UI.InputField> ().contentType = UnityEngine.UI.InputField.ContentType.Alphanumeric; }