void Awake() { GameManager.Instance.level = this; _PrefabBackground = Resources.Load <GameObject>("Prefabs/Level/Background"); _PrefabTerrains = Resources.LoadAll <GameObject>("Prefabs/Level/Terrains/"); _PrefabPlayer = Resources.Load <GameObject>("Prefabs/PlayerPrefab"); _PrefabInputPlayer = Resources.Load <GameObject>("Prefabs/PlayerInputs"); _PrefabUIPlaying = Resources.Load <GameObject>("Prefabs/UI/UIPlaying"); _PrefabUIWinner = Resources.Load <GameObject>("Prefabs/UI/UIWinner"); _MatBlock = Resources.Load <Material>("Materials/BlockLevel/BlockMat"); _MatBeat = Resources.Load <Material>("Materials/BlockLevel/BeatMat"); _Background = Instantiate(_PrefabBackground); _UIPlaying = Instantiate(_PrefabUIPlaying); _UIWinner = Instantiate(_PrefabUIWinner); _UI = _UIPlaying.GetComponent <UIPlaying>(); _Inputs = new List <InputsHandler>(); State = LevelState.FIRSTLOAD; _DeathZone = new GameObject("DeathZone", typeof(BoxCollider2D)); _DeathZone.tag = "DeathZone"; _DeathZone.transform.position = Vector3.down * 2f; _DeathZone.transform.GetComponent <BoxCollider2D>().isTrigger = true; _DeathZone.transform.GetComponent <BoxCollider2D>().size = new Vector2(14f, 1f); }
void Awake() { ui = this; b = GameManager.Instance.blackboard; _PlayerUIPrefab = Resources.Load <GameObject>("Prefabs/UI/Player"); int numberOfPlayers = b.players; _Players = new PlayerUI[numberOfPlayers]; for (int i = b.players - 1; i >= 0; i--) { _Players[i].g = Instantiate(_PlayerUIPrefab, transform); _Players[i].g.name = "Player" + (i + 1); _Players[i].name = _Players[i].g.transform.Find("Name").GetComponent <UnityEngine.UI.Text>(); _Players[i].name.text = "Player " + (i + 1); _Players[i].icon = _Players[i].g.transform.Find("Icon").GetComponent <UnityEngine.UI.Image>(); _Players[i].icon.color = (i == 0) ? ColorsExtension.Red : (i == 1) ? ColorsExtension.Blue : (i == 2) ? ColorsExtension.Green : ColorsExtension.Magenta; _Players[i].score = _Players[i].g.transform.Find("Score").GetComponent <UnityEngine.UI.Text>(); float maxWidth = (256 * (numberOfPlayers - 1)) + 160; _Players[i].g.GetComponent <RectTransform>().anchoredPosition = new Vector2(-maxWidth + (i * 256), -160); } pauseMenuUI = transform.Find("Pause").gameObject; pauseMenuUI.transform.SetSiblingIndex(transform.childCount - 1); }