Пример #1
0
 // Use this for initialization
 void Start()
 {
     done                   = false;
     title                  = GameObject.Find("/Canvas/TitlePanel").GetComponent <RectTransform>();
     dialogueEngine         = GameObject.Find("/Canvas/DialoguePanel").GetComponent <DialogueBehavior>();
     Player_Movement.frozen = true;
 }
Пример #2
0
        //private Transform groundCheck;

        // Use this for initialization
        void Start()
        {
            canInteract = false;
            interactor  = null;
            animator    = this.GetComponent <Animator>();
            if (GameObject.Find("/Canvas/DialoguePanel"))
            {
                dialogueEngine = GameObject.Find("/Canvas/DialoguePanel").GetComponent <DialogueBehavior>();
            }
            talkIndicator = GameObject.Find("Fish/Exclamation");
            talkIndicator.GetComponent <Renderer>().enabled = false;
        }
Пример #3
0
        //private Transform groundCheck;

        // Use this for initialization
        void Start()
        {
            jump        = false;
            horiz       = 0;
            canInteract = false;
            interactor  = null;
            animator    = this.GetComponent <Animator>();
            if (GameObject.Find("/Canvas/DialoguePanel"))
            {
                dialogueEngine = GameObject.Find("/Canvas/DialoguePanel").GetComponent <DialogueBehavior>();
            }
            talkIndicator = GameObject.Find("Fish/Exclamation");
            talkIndicator.GetComponent <Renderer>().enabled = false;

            if (SceneManager.GetActiveScene().name == "Beach_Penguin" && !GlobalState.instance.talkedToPenguin)
            {
                interactor = GameObject.Find("Penguin");
                dialogueEngine.Talk(interactor.GetComponent <Actor>());
            }

            List <string> levels = new List <string>()
            {
                "Beach_Penguin", "Beach_Seagull", "Garden", "Desert"
            };

            if (levels.Exists(x => x == SceneManager.GetActiveScene().name))
            {
                if (GlobalState.instance.enterSide == GlobalState.ScreenSide.LEFT)
                {
                    Vector3 pos = transform.position;
                    pos.x = -20;
                    transform.position = pos;
                }
                else if (GlobalState.instance.enterSide == GlobalState.ScreenSide.RIGHT)
                {
                    Vector3 pos = transform.position;
                    pos.x = 20;
                    transform.position = pos;
                }
            }

            // TODO: Spawn on the correct side based on GlobalState.instance.enterSide
        }