//IF YOU MAKE THIS PERSIST SAY GOODBYE TO YOUR MATCHMAKING //YOU WONT CONNECT TO A SERVER //Enable() == DEATH void Awake() { PFC = GameObject.Find("NetworkController").GetComponentInChildren <PlayFabsController>(); if (PFC == null) { Debug.Log("There is no PlayFabsController"); } }
// Start is called before the first frame update private void Awake() { health = transform.GetComponent <Health>(); if (health == null) { Debug.Log("Couldn't find Health Component"); } PFC = GameObject.Find("NetworkController").GetComponent <PlayFabsController>(); if (PFC == null) { Debug.Log("Couldn't find NetworkController/PlayFabsController"); } pauseMenu = PFC.pauseMenu; //Delete this after inventory is setup inventory.Awake(); canvas = transform.GetChild(1).gameObject; //This makes the player "look" like he is aiming the gun at the "target" //If you edit this you must edit it in NetworkPlayer! offset = new Vector3(10, 47.32f, 12); //Find the joystick objects GameObject tempJoystickOne = canvas.gameObject.transform.GetChild(0).gameObject; GameObject tempJoystickOTwo = canvas.gameObject.transform.GetChild(1).gameObject; //Assign Joysticks to script variables [Left,Right] if (tempJoystickOne) { joystickOne = tempJoystickOne.GetComponent <FixedJoystick>(); } else { Debug.Log("No Left JoyStick"); } if (tempJoystickOTwo) { joystickTwo = tempJoystickOTwo.GetComponent <FixedJoystick>(); } else { Debug.Log("No Right JoyStick"); } CharacterController = GetComponent <CharacterController>(); }
private void Enable() { if (PlayFabsController.PFC == null) { PlayFabsController.PFC = this; } else { if (PlayFabsController.PFC != this) { Destroy(this.gameObject); } } DontDestroyOnLoad(this.gameObject); }
private void Awake() { //Looks for GameSetupController as long as were in a game and NOT in Menu if (SceneManager.GetActiveScene().name != "Menu") { GSC = GameObject.Find("GameSetupController").GetComponent <GameSetupController>(); if (GSC == null) { Debug.Log("Network Player Couldn't find GameSetupController "); } } //Assigning various components/GameObj's to vars for use photonView = transform.GetComponent <PhotonView>(); PFC = GameObject.Find("NetworkController").GetComponent <PlayFabsController>(); animator = GetComponentInChildren <Animator>(); playerCustomizeChildOBJ = animator.gameObject; //target = transform.Find("CameraPivot/Target"); if (PFC != null && GSC != null) { Playeraccessory = PFC.Playeraccessory; playerHat = PFC.playerHat; playerTop = PFC.playerTop; playerJacket = PFC.playerJacket; playerUnderware = PFC.playerUnderware; playerHead = PFC.playerHead; playerSkin = PFC.playerSkin; playerBottom = PFC.playerBottom; playerShoes = PFC.playerShoes; playerSex = PFC.playerSex; playerID = PFC.myID; } else { Debug.Log("Network Player Couldn't find PlayFabsController "); } }
// Start is called before the first frame update void Start() { Debug.Log("Game Mode: " + gameMode); NWC = GameObject.FindObjectsOfType <NetworkController>(); //If Were at Menu scene we have to handle duplicate NetworkControllers and transfer data //This will always need to be done on "In-Game Room Transfers" if (SceneManager.GetActiveScene().name == "Menu") { NWC = GameObject.FindObjectsOfType <NetworkController>(); if (NWC == null) { Debug.Log("Couldn't find NetworkController"); } for (int i = 0; i < NWC.Length; i++) {//Find the NWC with missing vars (chosen at random, any will do) THIS WHOLE BRANCH ONLY RUNS ON 2ND ENTRY OF MENU if (NWC[i].shopCanvas == null) { transform.GetChild(0).gameObject.SetActive(true); //Grabs PlayFabsController Comp statistics we've pulled from server within old NetworkController PlayFabsController PFC = NWC[i].GetComponent <PlayFabsController>(); PlayFabsController lastingPFC = null; //Check the next index for THE surviving NetworkController PlayFabsController Comp if (NWC[i + 1] != null) { i++; Debug.Log("Next One"); lastingPFC = NWC[i].GetComponent <PlayFabsController>(); } else { i--; Debug.Log("Previous One"); lastingPFC = NWC[i].GetComponent <PlayFabsController>(); } //Transferrs info we don't want to lose lastingPFC.playerHat = PFC.playerHat; lastingPFC.Playeraccessory = PFC.Playeraccessory; lastingPFC.playerTop = PFC.playerTop; lastingPFC.playerJacket = PFC.playerJacket; lastingPFC.playerUnderware = PFC.playerUnderware; lastingPFC.playerHead = PFC.playerHead; lastingPFC.playerSkin = PFC.playerSkin; lastingPFC.playerBottom = PFC.playerBottom; lastingPFC.playerShoes = PFC.playerShoes; lastingPFC.playerSex = PFC.playerSex; lastingPFC.myID = PFC.myID; lastingPFC.userEmailStr = PFC.userEmailStr; //Deleting old NetwrokController but keeping the data it called the API for. Destroy(NWC[i].transform.root.gameObject); Debug.Log("Destroyed Old NetworkController"); StartCoroutine(JoinLobbyWaiter()); //Find LobbyController and create room //GameObject.Find("QuickStartLobbyController").GetComponent<QuickStartLobbyController>().CreateRoom(); } } } //Once maintainance is complete //Figure out what scene to load and create room }
void Awake() { DontDestroyOnLoad(this.gameObject); //playFab = true; createNewButton = GameObject.Find("NewUser"); userNameGO = GameObject.Find("UserName"); userEmailGO = GameObject.Find("Email"); userPassGO = GameObject.Find("Password"); loginButton = GameObject.Find("Login"); submitButton = GameObject.Find("Submit"); recoverButton = GameObject.Find("Recover"); submitRecovery = GameObject.Find("SubmitRecovery"); shopButton = GameObject.Find("Shop"); shopCanvas = GameObject.Find("ShopCanvas"); //Start Char Customization maleCharCustomizer = GameObject.Find("Male_Customize"); femaleCharCustomizer = GameObject.Find("Female_Customize"); maleSex = GameObject.Find("Female"); femaleSex = GameObject.Find("Male"); //End Char Customization playFabManager = transform.GetComponent <PlayFabsController>(); userEmailInput = userEmailGO.gameObject.GetComponent <InputField>(); userNameInput = userNameGO.gameObject.GetComponent <InputField>(); userPassInput = userPassGO.gameObject.GetComponent <InputField>(); offlineButton = GameObject.Find("Offline"); onlineButton = GameObject.Find("Online"); onlineAuthButton = GameObject.Find("OnlineAuth"); createNewButton.SetActive(false); onlineButton.SetActive(false); userNameGO.SetActive(false); userPassGO.SetActive(false); userEmailGO.SetActive(false); loginButton.SetActive(false); submitButton.SetActive(false); recoverButton.SetActive(false); submitRecovery.SetActive(false); shopButton.SetActive(false); shopCanvas.SetActive(false); //Start Char Customization femaleCharCustomizer.SetActive(false); maleCharCustomizer.SetActive(false); maleSex.SetActive(false); femaleSex.SetActive(false); if (maleSex == null) { Debug.Log("Couldn't Find Male Sex Button"); } if (femaleSex == null) { Debug.Log("Couldn't Find Female Sex Button"); } if (maleCharCustomizer == null) { Debug.Log("Couldn't Find Male Customize OBJ"); } if (femaleCharCustomizer == null) { Debug.Log("Couldn't Find Female Customize OBJ"); } //End Char Customization if (shopCanvas == null) { Debug.Log("Couldn't Find Shop Canvas"); } if (userNameGO == null) { Debug.Log("Couldn't Find userName Field"); } if (userEmailGO == null) { Debug.Log("Couldn't Find userEmail Field"); } if (userPassGO == null) { Debug.Log("Couldn't Find userPass Field"); } if (loginButton == null) { Debug.Log("Couldn't Find login Button"); } if (shopButton == null) { Debug.Log("Couldn't Find Shop Button "); } if (submitRecovery == null) { Debug.Log("Couldn't Find Submit Recovery Button"); } if (onlineAuthButton == null) { Debug.Log("Couldn't Find onlineAuth Button"); } if (offlineButton == null) { Debug.Log("Couldn't Find Offline Button"); } if (recoverButton == null) { Debug.Log("Couldn't Find recover Button"); } if (onlineButton == null) { Debug.Log("Couldn't Find Online Button"); } if (createNewButton == null) { Debug.Log("Couldn't Find createNew Button"); } if (submitButton == null) { Debug.Log("Couldn't Find Submit Button"); } }
void Awake() { #region WeaponPooling //Create pooling GameObject catagory holders #region PoolCategoryCreation() Debug.Log("Building SoundFX Pool"); //Create all pooling parent OBJs for organization (WeaponFXPool) IS: (WeaponFXPoolParent) tempObject = (GameObject)Resources.Load("SoundFX/Prefabs/WeaponFXPool");//Getting prefab to check if it's there if (tempObject == null) { Debug.Log("Couldn't find SoundFX/Prefabs/WeaponFXPool"); } else { instantiate = (GameObject)PhotonNetwork.Instantiate(Path.Combine("SoundFX/Prefabs", "WeaponFXPool"), new Vector3(0, 100, 0), Quaternion.identity); WeaponFXPoolParent = instantiate; } //Create all pooling parent OBJs for organization (SniperFXPool) & assign to (WeaponFXPoolParent) tempObject = (GameObject)Resources.Load("SoundFX/Prefabs/SniperFXPool");//Getting prefab to check if it's there if (tempObject == null) { Debug.Log("Couldn't find SoundFX/Prefabs/SniperFXPool"); } else { instantiate = (GameObject)PhotonNetwork.Instantiate(Path.Combine("SoundFX/Prefabs", "SniperFXPool"), new Vector3(0, 100, 0), Quaternion.identity); instantiate.transform.parent = WeaponFXPoolParent.transform; } //Create all pooling parent OBJs for organization (AssaultFXPool) & assign to (WeaponFXPoolParent) tempObject = (GameObject)Resources.Load("SoundFX/Prefabs/AssaultFXPool");//Getting prefab to check if it's there if (tempObject == null) { Debug.Log("Couldn't find SoundFX/Prefabs/AssaultFXPool"); } else { instantiate = (GameObject)PhotonNetwork.Instantiate(Path.Combine("SoundFX/Prefabs", "AssaultFXPool"), new Vector3(0, 100, 0), Quaternion.identity); instantiate.transform.parent = WeaponFXPoolParent.transform; } #endregion PoolCategoryCreation() //After instantiate actual FXs #region WeaponFXPrefabCreation() //Load SNIPERRIFLE prefab and Alert if null, then instantiate Pooling OBJs for Weapon SniperBulletFXPrefab = (GameObject)Resources.Load("SoundFX/M82Barrett"); if (SniperBulletFXPrefab == null) { Debug.Log("Couldn't find SniperBulletFXPrefab"); } else { //Makes sniperFXBullets for pool for (int i = 0; i < PhotonNetwork.CurrentRoom.MaxPlayers * 2; i++) { sniperWeaponFXPooling.Add(tempObject = (GameObject)PhotonNetwork.Instantiate(Path.Combine("SoundFX", "M82Barrett"), new Vector3(0, 100, 0), Quaternion.identity)); tempObject.transform.parent = WeaponFXPoolParent.transform.GetChild(0); } } //Load ASSAULTRIFLE prefab and Alert if null, then instantiate Pooling OBJs for Weapon AssaultRifleBulletFXPrefab = (GameObject)Resources.Load("SoundFX/AssaultRifleBasic"); if (AssaultRifleBulletFXPrefab == null) { Debug.Log("Couldn't find AssaultBulletFXPrefab"); } else { //Makes AssaultRifleBasic for pool for (int i = 0; i < PhotonNetwork.CurrentRoom.MaxPlayers * 2; i++) { assaultWeaponFXPooling.Add(tempObject = (GameObject)PhotonNetwork.Instantiate(Path.Combine("SoundFX", "AssaultRifleBasic"), new Vector3(0, 100, 0), Quaternion.identity)); tempObject.transform.parent = WeaponFXPoolParent.transform.GetChild(1); } } #endregion WeaponFXPrefabCreation() #endregion WeaponPooling #region SetupGameObjects() PFC = GameObject.Find("NetworkController").GetComponentInChildren <PlayFabsController>(); if (PFC == null) { Debug.Log("There is no PlayFabsController"); } NWC = GameObject.Find("NetworkController").GetComponentInChildren <NetworkController>(); if (NWC == null) { Debug.Log("There is no NetworkController"); } //Enables Statistic gathering for room by enabling component on GameSetupController GameObject //Eanabling it here allows us to utilize information in the NetworkObjects<List> ((MonoBehaviour)transform.GetComponent("StatisticsForLobby")).enabled = true; #endregion SetupGameObjects() #region SetStats() //Get stats from PFC accessoryIndex = PFC.Playeraccessory; hatIndex = PFC.playerHat; shirtIndex = PFC.playerTop; pantIndex = PFC.playerBottom; shoesIndex = PFC.playerShoes; headIndex = PFC.playerHead; skinIndex = PFC.playerSkin; playerSex = PFC.playerSex; playerID = PFC.myID; #endregion SetStats() }