Пример #1
0
        public void Awake()
        {
            this.camera = FindObjectOfType<CameraController>();
            this.eventSystem = FindObjectOfType<EventSystem>();
            this.font = (font == null) ? Resources.GetBuiltinResource<Font>("Arial.ttf") : font;
            this.labels = GetComponentsInChildren<Text>();
            this.menus = GetComponentsInChildren<Canvas>().Select(c => c.gameObject).ToArray();

            GetComponentsInChildren<Selectable>().ToList().ForEach(s => s.colors = colors);

            foreach (Text label in labels)
            {
                label.font = font;
                label.text = label.text.Localize();
            }

            if (eventSystem == null)
            {
                eventSystem = new GameObject("Event System", typeof(EventSystem)).GetComponent<EventSystem>();
            }
        }
        public void Awake()
        {
            this.camera = Camera.main.gameObject.GetComponent<CameraController>();
            this.chapters = GetComponentsInChildren<Canvas>().Select(c => c.gameObject).ToArray();
            this.eventSystem = FindObjectOfType<EventSystem>();
            this.menu = FindObjectOfType<MenuController>();
            this.mounts = chapters.Select(c => c.transform.FindChild("Mounting Point").gameObject).ToArray();

            // Enable Menu, Intro & Tower 1
            PlayerPrefs.SetInt("bIsLevelAvailable0", 1);
            PlayerPrefs.SetInt("bIsLevelAvailable1", 1);
            PlayerPrefs.SetInt("bIsLevelAvailable2", 1);
            if (Debug.isDebugBuild) { // Enable all towers when in editor
                PlayerPrefs.SetInt("bIsLevelAvailable3", 1);
                PlayerPrefs.SetInt("bIsLevelAvailable4", 1);
                PlayerPrefs.SetInt("bIsLevelAvailable5", 1);
                PlayerPrefs.SetInt("bIsLevelAvailable6", 1);
            }

            int levelIndex = 1;

            foreach (Button button in GetComponentsInChildren<Button>()) {
                // Assign functions to each button in the menu
                if (PlayerPrefs.GetInt("bIsLevelAvailable" + levelIndex, 0) > 0) {
                    button.interactable = true;
                } else {
                    button.interactable = false;
                }

                if (levelIndex == 1) {
                    levelIndex++;
                }

                levelIndex++;
            }
        }