void Awake() { smartSystem = new smartManager(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>(); questManager = new QuestManager(); thingManager = new ThingManager(); currentQuest = questManager.getCurrentQuest(0); //let default quest is mission 0 currentMap = Application.loadedLevelName; //change default quest from incomplete to inprogress UpdateQuestStatus(); //total victim in game victimList = new VictimList(); victimList.addVictim(new Victim(1, false, false, SpawnV.one)); victimList.addVictim(new Victim(2, false, false, SpawnV.one)); victimList.addVictim(new Victim(3, false, false, SpawnV.one)); victimList.addVictim(new Victim(4, false, false, SpawnV.one)); victimList.addVictim(new Victim(5, false, false, SpawnV.one)); victimList.addVictim(new Victim(6, false, false, SpawnV.one)); victimList.addVictim(new Victim(7, false, false, SpawnV.one)); victimList.addMap(new int[] { 3, 14, 15, 17, 19, 21, 22, 26, 32 }, new int[] { 1, 1, 1, 1, 1, 1, 2, 1, 1 }); victimList.randomVictim(); statMsg = GameObject.FindGameObjectWithTag("StatMessage"); statMsg.SetActive(false); questMsg = GameObject.FindGameObjectWithTag("QuestMessage"); questMsg.SetActive(false); }
private void Awake() { main = this; //init all things Object[] allThingPrefabs = Resources.LoadAll("Things/") as Object[]; if (generateThings) { //Spawn Things foreach (GameObject thing in allThingPrefabs) { GameObject newThing = Instantiate(thing, transform); newThing.transform.parent = transform; newThing.transform.position = GetSpawnPosition(); var newCoord = GameObject.Instantiate(coord, newThing.transform.position, Quaternion.identity); newCoord.transform.SetParent(newThing.transform); newCoord.transform.localRotation = Quaternion.identity; newCoord.transform.localScale = Vector3.one / 20f; AllThings.Add(newThing); } } //Instantiate chat bubble objects ChatBubbleManager.main.Init(allThingPrefabs.Length); }
void Awake() { Instance = this; foreach (ThingController tc in ThingPrefabs) { _things.Add(tc.thingID, tc.gameObject); } }
// Start is called before the first frame update void Start() { targetRb = GetComponent <Rigidbody>(); targetRb.AddForce(RandomForce(), ForceMode.Impulse); targetRb.AddTorque(RandomTorque(), RandomTorque(), RandomTorque(), ForceMode.Impulse); transform.position = RandomSpawnPos(); thingManager = GameObject.Find("ThingManager").GetComponent <ThingManager>(); }
private void Awake() { main = this; //init all things Object[] allThingPrefabs = Resources.LoadAll("Things/") as Object[]; //Spawn Things foreach (GameObject thing in allThingPrefabs) { GameObject newThing = Instantiate(thing, transform); newThing.transform.parent = transform; newThing.transform.position = new Vector3(Random.Range(-spawnAreaRadius, spawnAreaRadius), 0, Random.Range(-spawnAreaRadius, spawnAreaRadius)); } }
private void Awake() { main = this; //init all things Object[] allThingPrefabs = Resources.LoadAll("Things/") as Object[]; if (generateThings) { //Spawn Things foreach (GameObject thing in allThingPrefabs) { GameObject newThing = Instantiate(thing, transform); newThing.transform.parent = transform; newThing.transform.position = new Vector3(Random.Range(-spawnAreaRadius, spawnAreaRadius), 0, Random.Range(-spawnAreaRadius, spawnAreaRadius)); GetBubblePosition(newThing); //for old THINGs AllThings.Add(newThing); } } //Instantiate chat bubble objects ChatBubbleManager.main.Init(allThingPrefabs.Length); }