// logic // public override void _Ready() { if (Engine.EditorHint) { return; } base._Ready(); dynamicCameraSingleton = (DynamicCameraSingleton)GetNode("/root/DynamicCameraSingleton"); consoleSingleton = GetNode <DebugConsole>("/root/DebugConsole"); animatedSprite = GetNode <AnimatedSprite>("CharacterSprite"); attackArea = GetNode <Area2D>("AttackArea"); swordSlashAnimation = GetNode <AnimatedSprite>("AttackArea/SwordSlashAnimation"); globalState = GetNode <GlobalState>("/root/GlobalState"); animatedSprite.Play("idle"); health = maxHealth; Node possibleInGameUi = GetNode(inGameUiPath); if (possibleInGameUi is InGameUi) { inGameUi = (InGameUi)possibleInGameUi; } meleeCooldownProgress = meleeCooldown; consoleSingleton.RegisterCommand("godmode", "Disable all player damage", OnGodmode); }
// Use this for initialization void Start() { time = timeBetwenSpawns; player = GameObject.FindGameObjectWithTag("Player"); inGameUi = inGameCanvas.GetComponent <InGameUi>(); gameOverUi = gameOverCanvas.GetComponent <GameOverUi>(); }
public void Bind(Game game) { inputManager = game.InGameUi.InputManager; ui = game.InGameUi; cam = game.Camera; arrow = game.InGameUi.TargetingArrow; }
//void DoPlayStart() //{ // GameController.Static.currentGameState = GameController.GameState.gameplay; // MainMenuParent.SetActive(false); // InGameUi.SetActive(true); // CameraFade.current.FadeIn(null, 1f, 0f); //} public void OnButtonClick(string ButtonName) { switch (ButtonName) { case "Play": // start intro animation, enable ingameUI CameraFade.current.FadeOut(CameraFade.current.FadeInTest, 0.3f, 0f); GameController.Static.OnGameStart(); SoundController.Static.playSoundFromName("Click"); MainMenuParent.SetActive(false); InGameUi.SetActive(true); TotalCoinsParent.SetActive(false); break; case "PlayerSelect": CameraFade.current.FadeOut(CameraFade.current.FadeInTest, 0.3f, 0f); Invoke("OpenPlayerSelection", 0.2f); break; case "Credits": SoundController.Static.playSoundFromName("Click"); MainMenuParent.SetActive(false); CreditsMenuParent.SetActive(true); TotalCoinsParent.SetActive(false); currentScreen = MenuScreens.CredtsMenu; break; case "Exit": SoundController.Static.playSoundFromName("Click"); ExitParent.SetActive(true); MainMenuParent.SetActive(false); TotalCoinsParent.SetActive(false); Application.Quit(); break; case "Store": CameraFade.current.FadeOut(CameraFade.current.FadeInTest, 0.3f, 0f); Invoke("OpenUpgradesMenu", 0.2f); break; case "Missions": //CameraFade.current.FadeOut(CameraFade.current.FadeInTest, 0.3f, 0f); Invoke("OpenMissionsMenu", 0.2f); break; case "Settings": //CameraFade.current.FadeOut(CameraFade.current.FadeInTest, 0.3f, 0f); Invoke("OpenSettingsMenu", 0.2f); break; case "PauseMenu": //CameraFade.current.FadeOut(CameraFade.current.FadeInTest, 0.3f, 0f); SettingsMenuParent.SetActive(true); MainMenuParent.SetActive(false); TotalCoinsParent.SetActive(false); SoundController.Static.playSoundFromName("Click"); currentScreen = MenuScreens.PauseMenu; break; } }
public ScoreManager(InGameUi inGameUi) { _inGameUi = inGameUi; _bestScore = PlayerPrefs.GetInt(BestScoreKey, 0); _currentBestScore = _bestScore; _score = 0; UpdateDisplay(); }
// on object creation void Awake() { GameObject[] objs = GameObject.FindGameObjectsWithTag("inGameManager"); if (objs.Length > 1) { Destroy(this.gameObject); } DontDestroyOnLoad(this.gameObject); GameUI = gameObject.transform.GetComponentInChildren <InGameUi>(); }
void Start() { Cursor.lockState = CursorLockMode.Locked; if (PV.IsMine) { EquipItem(0); InGameUi = Instantiate(InGameUi, Vector3.zero, Quaternion.identity); InGameUi.transform.parent = gameObject.transform; inGameUiController = InGameUi.GetComponent <InGameUi>(); inGameUiController.healthManager = GetComponent <HealthManager>(); score = inGameUiController.GetComponentInChildren <ScoreCounter>(); } else { Destroy(GetComponentInChildren <Camera>().gameObject); } }
IEnumerator FinalizeSetupRound(int gamemode, int viewId) { yield return(new WaitForSeconds(.5f)); //Gamemode must be instantiated over network var obj = GameObject.Instantiate(_GameModeCollection.GetItem(gamemode)); obj.name = "GameMode"; var gameMode = obj.GetComponent <GameMode>(); var pObj = GameObject.FindGameObjectWithTag("Playfield"); var playfield = pObj.GetComponent <Playfield>(); gameMode.Initialize(playfield); var view = gameMode.photonView; view.viewID = viewId; view.ownershipTransfer = OwnershipOption.Takeover; view.ObservedComponents.Add(gameMode); _gm = gameMode; _inGameUi = Instantiate(Resources.Load <GameData>("GameData").InGameUi).GetComponent <InGameUi>(); //Must be done on all clients var players = Container <IPlayerManager> .Instance.Items; foreach (var player in players) { if (PhotonNetwork.offlineMode) { player.CreatePlayer(playfield.GetSpawnLocation(player.Index)); } else if (player.Index == (int)PhotonNetwork.player.CustomProperties["Index"]) { player.CreatePlayer(playfield.GetSpawnLocation(player.Index)); } else if (PhotonNetwork.isMasterClient && player.Ai) { player.CreatePlayer(playfield.GetSpawnLocation(player.Index)); } } }
void Awake() { _camera = FindObjectOfType <Camera>(); _deltaCameraCharacter = Camera.main.orthographicSize / 5; _lvlWidth = Camera.main.orthographicSize * 2.0f * Camera.main.aspect; _gameLogic = FindObjectOfType <GameLogic>(); _movingController = GetComponent <MovingController>(); _movingController.SetForceCoef(_characterData.ForceJumpCoef); _movingController.SetFlyingSpeed(_characterData.FlyingSpeed); _attackController = GetComponent <AttackController>(); _rigidbody = GetComponent <Rigidbody2D>(); _ui = FindObjectOfType <InGameUi>(); _visual = GetComponent <Visual>(); _armorCoroutine = ArmorLogic(); _magnetCoroutine = MagnetLogic(); _jetpackCoroutine = JetpackLogic(); }
private void Start() { _ui = FindObjectOfType <InGameUi>(); Time.timeScale = 1.0f; }
private void Start() { _inGameUi = FindObjectOfType <InGameUi>(); }