private void Awake() { if (UnityEngine.Object.FindObjectsOfType <BlobShadowRenderer>().Length > 1) { throw new Exception("A scene should only contain 1 BlobShadowRenderer."); } SceneRefs.Set(this); }
public void Awake() { SceneRefs.Set(this); renderingState = true; GameObject gameObject = GameObject.FindGameObjectWithTag("MainCamera"); mainCamera = gameObject.GetComponent <Camera>(); }
private void Awake() { SceneRefs.Set(this); eventChannel = new EventChannel(Service.Get <EventDispatcher>()); eventChannel.AddListener <PopupEvents.ShowCameraSpacePopup>(onShowPopup); popupManagerTransform = base.transform; canvas = GetComponent <Canvas>(); defaultPlaneDistance = canvas.planeDistance; defaultOrderInLayer = canvas.sortingOrder; disableCamera(); }
private void Awake() { if (SceneRefs.IsSet <VirtualJoystick>()) { SceneRefs.Remove(SceneRefs.Get <VirtualJoystick>()); } SceneRefs.Set(this); joystick = GetComponent <RectTransform>(); joystickBase = base.transform.GetChild(0).GetComponent <RectTransform>(); joystickPad = base.transform.GetChild(0).GetChild(0).GetComponent <RectTransform>(); dispatcher = Service.Get <EventDispatcher>(); }
public void Awake() { SceneRefs.Set(this); dispatcher = Service.Get <EventDispatcher>(); mainCamera = Camera.main.transform; nodes = new Transform[3]; nodes[0] = GameplayCameraLeaf; nodes[1] = CinematicCameraLeaf; nodes[2] = ChaseCameraLeaf; curNode = CameraContext.Gameplay; nextNode = curNode; }
public void Awake() { SceneRefs.Set(this); desiredTransform = new GameObject().transform; feeler = new Vector3[feelerCount]; feeler[0] = base.transform.forward; feeler[1] = Vector3.down; feeler[2] = Vector3.up; feeler[3] = Vector3.right; feeler[4] = Vector3.left; feeler[5] = Vector3.back; feeler[6] = (Vector3.right + Vector3.down).normalized; feeler[7] = (Vector3.left + Vector3.down).normalized; base.enabled = false; }
internal virtual void Awake() { SceneRefs.Set(Camera.main); SceneRefs.Set(this); Set(GetComponent <CameraController>()); desiredGoal = base.transform.position; constrainedGoal = base.transform.position; lookat = base.transform.position + base.transform.forward; glance = Quaternion.identity; velocityFilterSamples = new List <Vector3>(); maxMoveSpeed = -1f; maxAimSpeed = -1f; moveBlendState = default(TransitionBlendState); aimBlendState = default(TransitionBlendState); Snap(); }
private void setSceneRef() { if (SceneRefs.IsSet <IScreenContainerStateHandler>()) { IScreenContainerStateHandler screenContainerStateHandler = SceneRefs.Get <IScreenContainerStateHandler>(); if (!object.ReferenceEquals(screenContainerStateHandler, this)) { SceneRefs.Remove(screenContainerStateHandler); SceneRefs.Set((IScreenContainerStateHandler)this); } } else { SceneRefs.Set((IScreenContainerStateHandler)this); } }
private void Awake() { dataEntityCollection = Service.Get <CPDataEntityCollection>(); eventDispatcher = Service.Get <EventDispatcher>(); decorationInventoryService = Service.Get <DecorationInventoryService>(); sceneHandle = dataEntityCollection.FindEntityByName("ActiveSceneData"); awakeEvents = new EventChannel(eventDispatcher); awakeEvents.AddListener <SceneTransitionEvents.LayoutGameObjectsLoaded>(onLayoutGameObjectsLoaded); sceneModifiers = new ISceneModifier[1] { new EditModeModifier(this) }; IGameData gameData = Service.Get <IGameData>(); decorationDefinitions = gameData.Get <Dictionary <int, DecorationDefinition> >(); structureDefinitions = gameData.Get <Dictionary <int, StructureDefinition> >(); SceneRefs.Set(this); }
public void Awake() { activeSelectionState = new ActiveSelectionState(); dragItemInputInteractionState = new DragItemInputInteractionState(); swipeScreenInputState = new SwipeScreenInputState(); noSelectionState = new NoSelectionState(); activeSelectionState.TouchPhaseEnded += OnActiveSelectionStateTouchPhaseEnded; activeSelectionState.TouchPhaseMoved += OnActiveSelectionStateTouchPhaseMoved; dragItemInputInteractionState.TouchPhaseEnded += OnDragItemInputInteractionStateTouchPhaseEnded; dragItemInputInteractionState.TouchPhaseMoved += OnDragItemInputInteractionStateTouchPhaseMoved; dragItemInputInteractionState.TouchPhaseStationary += OnDragItemInputInteractionStateTouchPhaseStationary; noSelectionState.TouchPhaseEnded += OnNoSelectionStateTouchPhaseEnded; noSelectionState.TouchPhaseMoved += OnNoSelectionStateTouchPhaseMoved; swipeScreenInputState.TouchPhaseMoved += OnSwipeScreenInputStateTouchPhaseMoved; swipeScreenInputState.TouchPhaseEnded += OnSwipeScreenInputStateTouchPhaseEnded; currentState = noSelectionState; currentState.EnterState(TargetLayerMask, MinTimeToMoveInput); SceneRefs.Set(this); decorationInstallationRulesets = Service.Get <IGameData>().Get <Dictionary <string, CollisionRuleSetDefinition> >(); setupEventListeners(); }
private void Awake() { prefabCacheTracker = base.gameObject.AddComponent <PrefabCacheTracker>(); SceneRefs.Set(prefabCacheTracker); }
public void Awake() { SceneRefs.Set(this); desiredTransform = new GameObject().transform; feeler = new Vector3[feelerCount]; ref Vector3 reference = ref feeler[0];
private void Awake() { IsReady = false; SceneRefs.Set(this); }