void OnGUI() { List <KeyCode> KeyList = new List <KeyCode>(); KeyList.Add(KeyCode.Space); KeyList.Add(KeyCode.A); KeyList.Add(KeyCode.S); KeyList.Add(KeyCode.W); KeyList.Add(KeyCode.D); foreach (KeyCode tmpKey in KeyList) { if (Input.GetKey(tmpKey)) { GameStateScript.KeyAction(tmpKey); } } GUI.Box(new Rect(10.0f, 10.0f, 100.0f, 30.0f), "Score: " + score); string livesString = "Lives: "; for (int i = 0; i < numberOfLives; ++i) { livesString += "A "; // These look like little ships :P } GUI.Box(new Rect(10.0f, Screen.height - 30.0f, 100.0f, 30.0f), livesString); }
// Use this for initialization void Start() { thisCollider = GetComponent <BoxCollider2D>(); player = GameObject.Find("player").GetComponent <BoxCollider2D> (); gameState = GameObject.Find("GameState").GetComponent <GameStateScript> (); }
// Use this for initialization void Start() { gameStateManager = GameObject.Find("GameStateManager"); gameStateScript = gameStateManager.GetComponent<GameStateScript>(); MainCamera = GameObject.Find("Main Camera"); BackgroundController = MainCamera.GetComponent<BackgroundController>(); }
// Use this for initialization void Start() { gameStateManager = GameObject.Find("GameStateManager"); gameStateScript = gameStateManager.GetComponent<GameStateScript>(); gameStateScript.BackgroundTimer = 2; BackgroundTimer = gameStateScript.BigTimer; CanCreate = gameStateScript.CanCreate; }
// Start is called before the first frame update void Start() { player = GameObject.Find("Player"); transf = player.transform; state = GameObject.Find("GameState").GetComponent <GameStateScript>(); ps = GameObject.Find("PlayerStatus").GetComponent <PlayerStatusScript>(); scene = GameObject.Find("SceneChanger").GetComponent <SceneChangerScript>(); }
void Start() // When the script starts. { controller = GetComponent <CharacterController>(); // We get the player's CharacterController. gameStateDataScriptRef = GameObject.Find("GameState").GetComponent <GameStateScript>(); // Game State Script ref moveDirection = Vector3.zero; // We set the player's direction to (0,0,0). input = GetComponent <PlayerInput>(); // We get the player's input controller. camera = Camera.main; // We fetch the main camera. state = PlayerState.STANDING; animator = GetComponentInChildren <Animator>(); }
// Use this for initialization void Start() { gameStateDataScriptRef = GameObject.Find("GameState").GetComponent <GameStateScript>(); lightMode = LightMode.NEAR; defaultLightCylinderScale = lightCylinder.transform.localScale.z; input = PlayerInput.instance; playerCylAngleOffset = Vector3.Angle(transform.forward, lightCylinder.transform.forward); }
// Use this for initialization void Start() { gameStateManager = GameObject.Find("GameStateManager"); gameStateScript = gameStateManager.GetComponent<GameStateScript>(); Credibility = gameStateScript.Credibility; gameStateScript.Playing = true; gameStateScript.GameOver = false; Time.timeScale = 1.0f; GameOver = false; }
// Use this for initialization void Start() { player = GameObject.Find("player"); circle = GetComponent <CircleCollider2D>(); rigidBody = GetComponent <Rigidbody2D>(); circle.radius = sightRadius; gameState = GameObject.Find("GameState").GetComponent <GameStateScript> (); halt = GetComponent <TouchAndHalt> (); }
// Use this for initialization void Start() { gameStateScript = gameStateManager.GetComponent <GameStateScript>(); scoreTracker = new ScoreTracker(transform); IdentifyDisc(); throwSignal = false; holdingDisc = true; ableToCatch = false; time = 0; GetComponent <Collider>().enabled = false; }
// Use this for initialization void Start() { float rad = pathDirection * Mathf.Deg2Rad; float rotationX = Mathf.Cos(rad) * travelDist; float rotationY = Mathf.Sin(rad) * travelDist; startPos = new Vector2(transform.position.x + rotationX, transform.position.y + rotationY); endPos = new Vector2(transform.position.x - rotationX, transform.position.y - rotationY); transform.position = startPos; startTime = Time.time; gameState = GameObject.Find("GameState").GetComponent <GameStateScript> (); }
void Start() { GameStateScript.addStateListener(this); // AudioSource mainAudio = FindObjectOfType(typeof(AudioSource)); //mainAudio = GetComponents<AudioSource>(); audio1 = playerCamera.GetComponents <AudioSource>(); /* foreach (HingeJoint joint in hingeJoints) { * joint.useSpring = false; * }*/ //audio1 = playerCamera[0]; }
// Use this for initialization void Start() { gameStateManager = GameObject.Find("GameStateManager"); gameStateScript = gameStateManager.GetComponent<GameStateScript>(); MainCamera = GameObject.Find("Main Camera"); BackgroundController = MainCamera.GetComponent<BackgroundController>(); MainGUI = MainCamera.GetComponent<MainGUI>(); JumpSoundObject = GameObject.Find("JumpSoundDumpster"); jumpSoundScript = JumpSoundObject.GetComponent<JumpSoundScript>(); PlayerLose = PlayerStart - 2; Lost = false; gameStateScript.Lost = false; gameStateScript.Won = false; gameStateScript.GameOver = false; }
void Awake() { DontDestroyOnLoad(this.gameObject); Object[] gameStates = FindObjectsOfType(typeof(GameStateScript)); if (gameStates.Length == 1) { instance = this; gameState = startGameState; } else { Destroy(this.gameObject); } gameStateListeners = new List <IGameStateListener>(); }
// Use this for initialization void Start() { gameState = GameObject.Find("GameState").GetComponent <GameStateScript>(); gameMusic = GetComponent <AudioSource>(); music = new Dictionary <string, AudioClip>(); music.Add("FlushedTestSong1", Resources.Load("FlushedTestSong1") as AudioClip); music.Add("FlushedTestSong2", Resources.Load("FlushedTestSong2") as AudioClip); music.Add("Siren", Resources.Load("siren") as AudioClip); currentState = gameState.GetMusicState(); PlayMusic(currentState); //Debug.Log(Resources.Load("FlushedTestSong1")); }
void Start() { // if (_pinchDetectorA == null || _pinchDetectorB == null) { // Debug.LogWarning("Both Pinch Detectors of the LeapRTS component must be assigned. This component has been disabled."); // enabled = false; // } GameObject pinchControl = new GameObject("RTS Anchor"); _anchor = pinchControl.transform; _anchor.transform.parent = transform.parent; //transform.parent = _anchor; isPickedUp = false; rbd = this.GetComponent <Rigidbody>(); gameStateScript = GameObject.Find("GameState").GetComponent <GameStateScript>(); }
void Start() { newgamebutton.Select(); gs = GameObject.Find("GameStatus").GetComponent <GameStatusScript>(); state = GameObject.Find("GameState").GetComponent <GameStateScript>(); scene = GameObject.Find("SceneChanger").GetComponent <SceneChangerScript>(); // set GameState to mainmenu state.SetGameState(GameStateScript.GameState.MAIN_MENU); // set gameplay to none state.SetPlayState(GameStateScript.PlayState.NONE); // Set GameStatus to New gs.StartNewGame = true; hidemusic.SetActive(false); }
void Start() { //Reference Initializations: gameStateDataScriptRef = GameObject.Find("GameState").GetComponent <GameStateScript>(); BaseWorldSpawnRef = GameObject.Find("BaseWorldSpawn"); //File selector: Default upper left boat selected highlightedFilenum = 1; highlightedFile[0] = false; highlightedFile[1] = false; /* * SelectorEnvironment = GameObject.Find("MENU_PORT"); * FileSelectorBoat1 = SelectorEnvironment.transform.GetChild(0).gameObject; * FileSelectorBoat2 = SelectorEnvironment.transform.GetChild(1).gameObject; * FileSelectorBoat3 = SelectorEnvironment.transform.GetChild(2).gameObject; * FileSelectorBoat4 = SelectorEnvironment.transform.GetChild(3).gameObject; */ input = PlayerInput.instance; light = GetComponent <PlayerLight>(); amount = light.healthDrainAmmount; }
void Start() { // Store main car script and the gameState script. carScript = GetComponent <Car>(); gameState = GameObject.Find("GameState").GetComponent <GameStateScript>(); // Bindes the correct input type dependent on the gameState. if (gameState.controllerType == 0) { inputType = ControllerType.keyboard; } else if (gameState.controllerType == 1) { inputType = ControllerType.xboxController; } else if (gameState.controllerType == 2) { inputType = ControllerType.ps4Controller; } else if (gameState.controllerType == 3) { inputType = ControllerType.steeringWheel; } // Bindes the correct gear type dependent of the gameState. if (gameState.gearType == 0) { shiftType = gearShiftType.automatic; } else if (gameState.gearType == 1) { shiftType = gearShiftType.hShift; } else if (gameState.gearType == 2) { shiftType = gearShiftType.paddleShift; } }
// Use this for initialization void Start() { gameStateManager = GameObject.Find("GameStateManager"); gameStateScript = gameStateManager.GetComponent<GameStateScript>(); }
// Use this for initialization void Start() { gameStateScript = this.GetSingleton<GameStateScript>(); burnedState = this.GetSingleton<BurnedGameStateScript>(); if (KillArea != null) { KillArea.OnKillAreaEntered = new KillAreaTrigger.OnKillAreaEnteredEventHandler(); KillArea.OnKillAreaEntered.AddListener(() => PreyHasEnteredKillZone = true); } StartCoroutine("UpdateCheckPreyDistance"); }
// Use this for initialization void Start () { gameState = GameObject.Find ("GameState").GetComponent<GameStateScript>(); Debug.Log("Has clicked Fire1 " + gameState.fire1ClickedCount + " times."); }
// Use this for initialization virtual public void Start () { gameState = GameObject.Find ("GameState").GetComponent<GameStateScript>(); }
// Use this for initialization void Start() { gameStateManager = GameObject.Find("GameStateManager"); gameStateScript = gameStateManager.GetComponent<GameStateScript>(); gameStateScript.WeaponsInPlay = 0; gameStateScript.TrashCansInPlay = 0; }
private void Awake() { Instance = this; }