// Start is called before the first frame update void Start() { jumpMessage.SetActive(false); hideMessage.SetActive(false); unhideMessage.SetActive(false); goodluckMessage.SetActive(false); jumpStepPassed = false; hideStepPassed = false; unhideStepPassed = false; goodluckStepPassed = false; _messageActiveTime = messageActiveTime; hasPlayerHidden = false; isTutorialCompleted = Convert.ToBoolean(PlayerPrefs.GetInt("TutorialCompleted", 0)); _hidingController = transform.GetComponent <HidingController>(); }
// Use this for initialization private void Start() { Fader = GetComponentInChildren<SceneFadeInOut>(); CursorManager = GetComponent<CursorManager>(); PlayerController = PlayerCharacter.GetComponent<PawnController>(); DescriptionController = FindObjectOfType<DescriptionController>(); dialogueBlocker = FindObjectOfType<DialogueBlockerController>(); HidingController = FindObjectOfType<HidingController>(); ControlsScreenController = FindObjectOfType<ControlsScreenController>(); if (PlayerController == null) { Debug.LogError("No controller"); return; } var enterData = GetEnterData(PreviousLoadedLevel); PlayerController.SetInitPosition(enterData.StartPoint); PlayerController.SetNewFacing(enterData.Direction); }