void Start() { cSelector = GetComponentInChildren <DPC_Selector>(); cPlayDisplayer = GetComponentInChildren <DPC_PlayDisplayer>(); IO_ZoneList.FLOAD_ZONES(); mState = PLAYMENU_STATE.SDISPLAYPLAY; }
void Start() { IO_DefPlays.FLOAD_PLAYS(); IO_PlayList.FLOAD_PLAYS(); IO_RouteList.FLOAD_ROUTES(); IO_Settings.FLOAD_SETTINGS(); IO_ZoneList.FLOAD_ZONES(); mDebugText.text = "Loading in stuffs"; // IO_RouteList.FWRITE_ALL_ROUTES_AS_TEXT(); DeleteOldFilesFromPlayArtDirectories(); TransferCurrentFormationsAndPlaysIntoPlayArtDirectories(); mDebugText.text = "Should have transfered text files with formation and plays"; mState = SplashState.SLOGO; mAudioMixer.SetFloat("MASTER_VOLUME", IO_Settings.mSet.lMasterVolume); ENTER_Logo(); }
void Start() { cPlaySetter = GetComponent <PRAC_SetUpPlay>(); cShowDefence = GetComponent <PRAC_ShowDefense>(); mState = PRAC_STATE.SPOST_PLAY; mPreSnapState = PRESNAP_STATE.SREADYTOSNAP; mPickPlayState = PICKPLAY_STATE.SOFFENSE; IO_PlayList.FLOAD_PLAYS(); IO_DefPlays.FLOAD_PLAYS(); IO_ZoneList.FLOAD_ZONES(); IO_RouteList.FLOAD_ROUTES(); PRS_AssignMan.FLOAD_PRIORITIES(); // Won't affect the build, but will affect the editor. IO_Settings.FLOAD_SETTINGS(); // IO_RouteList.FCONVERT_TO_TEXT_FILES(); // IO_PlayList.FCONVERT_TO_TEXT_FILES(); // IO_DefPlays.FCONVERT_TO_TEXT_FILES(); // IO_ZoneList.FCONVERT_TO_TEXT_FILES(); MN_PauseScreen.SetActive(false); }
void Awake() { IO_Settings.FLOAD_SETTINGS(); IO_DefPlays.FLOAD_PLAYS(); IO_ZoneList.FLOAD_ZONES(); }