private async void OnPlayerSelected(object sender, DestinyPlayer player) { var data = await GetPlayerDataAsync(player); ActivityHistoryPane.PopulateActivityHistory(data); CharacterSwitcher.PopulateNameplates(data); SettingsDialog.PlayerData = data; SearchPane.IsNarrowVisible = false; }
void Start() { this.audioSource = this.GetComponent <AudioSource>(); this.switchScript = (CharacterSwitcher)FindObjectOfType(typeof(CharacterSwitcher)); this.material = gameObject.GetComponent <Renderer>().material; this.indicators = new GameObject[] { GameObject.Find("IndicatorInf"), GameObject.Find("IndicatorChe"), GameObject.Find("IndicatorCiv") }; this.isAbilityAvailable = new bool[] { true, true, true }; StudentColorOverlay(); explosionPos = transform.position; explosionObj = this.gameObject.transform.GetChild(3).gameObject; this.animator = explosionObj.gameObject.GetComponent <Animator>(); }
// Use this for initialization void Awake() { if (Instance == null) { Instance = this; } playableCharacters[0].GetComponent <CharacterBehaviour>().enabled = true; currentCharacter = playableCharacters[0]; currentIndex = 0; currentCharacter.GetComponent <CharacterBehaviour>().ShowArrow(); for (int i = 1; i < playableCharacters.Length; i++) { playableCharacters[i].GetComponent <CharacterBehaviour>().enabled = false; playableCharacters[i].GetComponent <CharacterBehaviour>().HideArrow(); playableCharacters[i].GetComponent <CharacterBehaviour>().BeInactive(); } }
void Start() { this.audioSource = gameObject.GetComponent <AudioSource>(); charSwitchScript = (CharacterSwitcher)FindObjectOfType(typeof(CharacterSwitcher)); m_rigidbody2D = GetComponent <Rigidbody2D>(); }