}; // Lock Section : Check if an Object is in the player inventory using his ID // Use this for initialization void Start() { //--> Every Puzzle ----> BEGIN <---- camManager = GetComponent <focusCamEffect>(); _conditionsToAccessThePuzzle = GetComponent <conditionsToAccessThePuzzle>(); _actionsWhenPuzzleIsSolved = GetComponent <actionsWhenPuzzleIsSolved>(); //----> END <---- //--> Common for all puzzle ----> BEGIN <---- _detectClick = new detectPuzzleClick(); // Access Class that allow to detect click (Mouse, Joystick, Mobile) for (var i = 0; i < lightList.Count; i++) { if (lightList[i] != null) { lightList[i] = lightList[i].GetComponent <Renderer>(); } } a_Source = GetComponent <AudioSource>(); //----> END <---- }
// Use this for initialization void Start() { dragAndDrop = GetComponent <AP_.DragAndDrop>(); for (var i = 0; i < pivotLogicList.Count; i++) { listOfSelectedPuzzlePosition.Add(pivotLogicList[i].transform.parent.GetComponent <SpriteRenderer>()); pLogicList.Add(LogicList[i].GetComponent <Logic>()); pLogicOnTriggerList.Add(LogicList[i].transform.GetChild(0).GetComponent <LogicCheckCollision>()); inGameLogicsPositionList.Add(-1); inGameAxis.Add(false); if (!LogicsInitPositionWhenStart[i]) { LogicList[i].transform.GetChild(0).tag = "Untagged"; pivotLogicList[i].transform.parent.GetComponent <Collider>().enabled = false; LogicList[i].transform.GetChild(0).GetComponent <Collider>().enabled = false; } } //--> Every Puzzle ----> BEGIN <---- camManager = GetComponent <focusCamEffect>(); _conditionsToAccessThePuzzle = GetComponent <conditionsToAccessThePuzzle>(); _actionsWhenPuzzleIsSolved = GetComponent <actionsWhenPuzzleIsSolved>(); //----> END <---- //--> Common for all puzzle ----> BEGIN <---- _detectClick = new detectPuzzleClick(); // Access Class that allow to detect click (Mouse, Joystick, Mobile) a_Source = GetComponent <AudioSource>(); //----> END <---- }
}; // Lock Section : Check if an Object is in the player inventory using his ID // Use this for initialization void Start() { //--> Every Puzzle ----> BEGIN <---- camManager = GetComponent <focusCamEffect>(); _conditionsToAccessThePuzzle = GetComponent <conditionsToAccessThePuzzle>(); _actionsWhenPuzzleIsSolved = GetComponent <actionsWhenPuzzleIsSolved>(); //----> END <---- //--> Common for all puzzle ----> BEGIN <---- _detectClick = new detectPuzzleClick(); // Access Class that allow to detect click (Mouse, Joystick, Mobile) for (var i = 0; i < positionList.Count; i++) // Save the default Mix. Use when puzzle is reset. { refPositionList.Insert(0, 0); } for (var i = 0; i < refPositionList.Count; i++) { refPositionList[i] = positionList[i]; } a_Source = GetComponent <AudioSource>(); //----> END <---- }
}; // Lock Section : Check if an Object is in the player inventory using his ID // Use this for initialization void Start() { //--> Every Puzzle ----> BEGIN <---- camManager = GetComponent <focusCamEffect>(); _conditionsToAccessThePuzzle = GetComponent <conditionsToAccessThePuzzle>(); _actionsWhenPuzzleIsSolved = GetComponent <actionsWhenPuzzleIsSolved>(); //----> END <---- //--> Common for all puzzle ----> BEGIN <---- _detectClick = new detectPuzzleClick(); // Access Class that allow to detect click (Mouse, Joystick, Mobile) a_Source = GetComponent <AudioSource>(); //----> END <---- }
public LayerMask myLayer; // Raycast is done only on layer 15 : Puzzle void Start() { uiVariousFunctions = gameObject.GetComponent <UIVariousFunctions>(); m_EventSystem = GetComponent <EventSystem>(); _detectClick = new detectPuzzleClick(); }