// Start is called before the first frame update void Start() { Interaction_Animator = Interaction.GetComponent <Animator>(); House_Animator = House.GetComponent <Animator>(); menuPause = Canvas.GetComponent <Pause_Menu>(); cam = Camera.main; InteractionColl = Interaction.GetComponent <Collider2D>(); WindowColl = Window.GetComponent <Collider2D>(); }
// Button that selects the rock public void rock() { mBall.SetActive(false); mRock.SetActive(true); Physics.gravity = Constants.ROCK_GRAVITY; Pause_Menu.activateGame(); mObjects_Menu.SetActive(false); }
void Start() { menuPause = Canvas.GetComponent <Pause_Menu>(); cam = Camera.main; BoomboxColl = Boombox.GetComponent <Collider2D>(); StairsColl = Stairs.GetComponent <Collider2D>(); Curtain1Coll = Curtain1.GetComponent <Collider2D>(); Curtain2Coll = Curtain2.GetComponent <Collider2D>(); WindowColl = Window.GetComponent <Collider2D>(); DogColl = ChouquetteTROMIMI.GetComponent <Collider2D>(); }
// Start is called before the first frame update void Start() { Interaction_Animator = Interaction.GetComponent <Animator>(); House_Animator = House.GetComponent <Animator>(); menuPause = Canvas.GetComponent <Pause_Menu>(); cam = Camera.main; InteractionColl = Interaction.GetComponent <Collider2D>(); WindowKitchColl = WindowKITCH.GetComponent <Collider2D>(); StairsColl = Stairs.GetComponent <Collider2D>(); CurtainColl = Curtain.GetComponent <Collider2D>(); }
// Start is called before the first frame update void Start() { Magnet_Animator = Magnet.GetComponent <Animator>(); Dishes_Animator = Dishes.GetComponent <Animator>(); House_Animator = House.GetComponent <Animator>(); menuPause = Canvas.GetComponent <Pause_Menu>(); cam = Camera.main; MagnetColl = Magnet.GetComponent <Collider2D>(); DishesColl = Dishes.GetComponent <Collider2D>(); WindowColl = Window.GetComponent <Collider2D>(); }
/************************************************************************************************* *** Start *************************************************************************************************/ void Awake() { //Set the Slingshot singleton S S = this; pauseMenu = FindObjectOfType<Pause_Menu>(); launchPoint.SetActive(false); launchPos = launchPoint.transform.position; }//void Start
void Start() { HealthBar = GetComponent <Slider>(); levelManager = FindObjectOfType <LevelManager>(); LivesManager = FindObjectOfType <Lives_Manager>(); PauseMenu = FindObjectOfType <Pause_Menu>(); PlayerHealth = PlayerPrefs.GetInt("Health"); IsDead = false; } //void Start
/************************************************************************************************* *** Start *************************************************************************************************/ private void Start() { Disk = FindObjectOfType <Disk_Controller>(); pauseMenu = FindObjectOfType <Pause_Menu>(); #if UNITY_ANDROID TouchControls.SetActive(true); #endif #if UNITY_STANDALONE || UNITY_WEBGL TouchControls.SetActive(false); #endif }
// Start is called before the first frame update void Start() { Interaction_Animator = Interaction.GetComponent <Animator>(); House_Animator = House.GetComponent <Animator>(); menuPause = Canvas.GetComponent <Pause_Menu>(); cam = Camera.main; InteractionColl = Interaction.GetComponent <Collider2D>(); WindowBedColl = WindowBED.GetComponent <Collider2D>(); WindowBathColl = WindowBATH.GetComponent <Collider2D>(); CurtainColl = Curtain.GetComponent <Collider2D>(); MirrorColl = Mirror.GetComponent <Collider2D>(); BlanketColl = Blanket.GetComponent <Collider2D>(); }
// Start is called before the first frame update void Start() { Interaction_Animator = Interaction.GetComponent <Animator>(); House_Animator = House.GetComponent <Animator>(); menuPause = Canvas.GetComponent <Pause_Menu>(); cam = Camera.main; InteractionColl = Interaction.GetComponent <Collider2D>(); WindowTriangleColl = WindowTRIANGLE.GetComponent <Collider2D>(); StairsColl = Stairs.GetComponent <Collider2D>(); Curtain1Coll = Curtain1.GetComponent <Collider2D>(); Curtain2Coll = Curtain2.GetComponent <Collider2D>(); WindowColl = Windows.GetComponent <Collider2D>(); KeysColl = Keys.GetComponent <Collider2D>(); }
// Start is called before the first frame update void Start() { LampNight_Animator = LampNight.GetComponent <Animator>(); Candle_Animator = Candle.GetComponent <Animator>(); TVLight_Animator = TVLight.GetComponent <Animator>(); House_Animator = House.GetComponent <Animator>(); menuPause = Canvas.GetComponent <Pause_Menu>(); cam = Camera.main; LampNightColl = LampNight.GetComponent <Collider2D>(); CandleColl = Candle.GetComponent <Collider2D>(); TVLightColl = TVLight.GetComponent <Collider2D>(); CurtainColl = Curtain.GetComponent <Collider2D>(); StairsColl = Stairs.GetComponent <Collider2D>(); }
public void GameOver() { Debug.Log("GAME OVER"); //enable gameover script and display gameOverMenuUI.SetActive(true); GameOver_Menu gom = FindObjectOfType <GameOver_Menu> (); gom.enabled = true; //disable pause menu script Pause_Menu pm = FindObjectOfType <Pause_Menu> (); pm.enabled = false; //disable pause menu script to avoid interaction }
// Start is called before the first frame update void Start() { SubScene_Animator = GetComponent <Animator>(); Keys_Animator = Keys.GetComponent <Animator>(); House_Animator = House.GetComponent <Animator>(); cam = Camera.main; CurtainsColl = Curtains.GetComponent <Collider2D>(); KeysColl = Keys.GetComponent <Collider2D>(); LampColl = Lamp.GetComponent <Collider2D>(); Curtain1Coll = Curtain1.GetComponent <Collider2D>(); Curtain2Coll = Curtain2.GetComponent <Collider2D>(); StairsColl = Stairs.GetComponent <Collider2D>(); menuPause = Canvas.GetComponent <Pause_Menu>(); }
// Start is called before the first frame update void Start() { BedLamp1_Animator = BedLamp1.GetComponent <Animator>(); BedLamp2_Animator = BedLamp2.GetComponent <Animator>(); Window_Animator = Window.GetComponent <Animator>(); House_Animator = House.GetComponent <Animator>(); menuPause = Canvas.GetComponent <Pause_Menu>(); cam = Camera.main; BedLamp1Coll = BedLamp1.GetComponent <Collider2D>(); BedLamp2Coll = BedLamp2.GetComponent <Collider2D>(); WindowColl = Window.GetComponent <Collider2D>(); MirrorColl = Mirror.GetComponent <Collider2D>(); BlanketColl = Blanket.GetComponent <Collider2D>(); }
/************************************************************************************************* *** Start *************************************************************************************************/ void Start() { //Find a reference to the Text-Score GameObject GameObject scoreGO = GameObject.Find("Text - Score"); //Get the Text component of that GameObject scoreText = scoreGO.GetComponent<Text>(); //Set the starting number of points to 0 score = 0; scoreText.text = "Score: " + score.ToString(); pauseMenu = FindObjectOfType<Pause_Menu>(); }//void Start
// Start is called before the first frame update void Start() { Web1_Animator = Web1.GetComponent <Animator>(); Web2_Animator = Web2.GetComponent <Animator>(); Portrait_Animator = Portrait.GetComponent <Animator>(); Mannikin_Animator = Mannikin.GetComponent <Animator>(); House_Animator = House.GetComponent <Animator>(); menuPause = Canvas.GetComponent <Pause_Menu>(); cam = Camera.main; Web1Coll = Web1.GetComponent <Collider2D>(); Web2Coll = Web2.GetComponent <Collider2D>(); PortraitColl = Portrait.GetComponent <Collider2D>(); MannikinColl = Mannikin.GetComponent <Collider2D>(); WindowColl = Window.GetComponent <Collider2D>(); }
// Button that sets the game difficulty to impossible public void impossible() { // Only do if not already normal so you don't reset the score if // you are already on normal if (difficulty != Constants.IMPOSSIBLE) { difficulty = Constants.IMPOSSIBLE; // Resets the score and sets the bucket Floor.reset = true;; setBucket(Constants.IMPOSSIBLE); } Pause_Menu.activateGame(); mDifficulty_Menu.SetActive(false); }
// Start is called before the first frame update void Start() { Bath_Animator = Bath.GetComponent <Animator>(); Shower_Animator = Shower.GetComponent <Animator>(); Paint_Animator = Paint.GetComponent <Animator>(); Mirror_Animator = Mirror.GetComponent <Animator>(); Machine_Animator = Machine.GetComponent <Animator>(); House_Animator = House.GetComponent <Animator>(); menuPause = Canvas.GetComponent <Pause_Menu>(); cam = Camera.main; BathColl = Bath.GetComponent <Collider2D>(); ShowerColl = Shower.GetComponent <Collider2D>(); PaintColl = Paint.GetComponent <Collider2D>(); MirrorColl = Mirror.GetComponent <Collider2D>(); MachineColl = Machine.GetComponent <Collider2D>(); WindowColl = Window.GetComponent <Collider2D>(); }
// Controls button interaction void Update() { // Pressing the grip button pauses the game if (controller.GetPressDown(gripButton)) { Pause_Menu.disableGame(); mPause_Menu.SetActive(true); } // Pressing the trigger button throws or holds the item if (controller.GetPressDown(triggerButton) && mItem) { if (mItem.isHolding) { mItem.fling(this); } else { mItem.hold(this); } } }
void Start() { box = Infobox; Infobox.SetActive(false); myList.Add("Bear", animalImages[0]); // Populates list for animal images myList.Add("Hare", animalImages[1]); myList.Add("Moose", animalImages[2]); myList.Add("Wolf", animalImages[3]); place = new Transform[10]; place = InfoPanel.GetComponentsInChildren <RectTransform>(); // Get array of RectTransform for placing boxes isOpen = new bool[8]; // Initilising arrays clones = new GameObject[8]; sliders = new Slider[8][]; texts = new Text[8][]; animalIDs = new int[8]; animalNames = new string[8]; igu = FindObjectOfType <In_Game_UI>(); pm = FindObjectOfType <Pause_Menu>(); }
// // Called every frame. 'delta' is the elapsed time since the previous frame. public override void _Process(float delta) { time_after_pause += delta; if (time_after_pause < .2f) { return; } score = ((int)Position.y) / 128 + data.Get <depth>(); Debug.Label("Depth:", score); statemachine.Update(data, delta); if (pause && !GetTree().Paused) { time_after_pause = 0; var menu = new Pause_Menu(); this.FindChild <Control>().AddChild(menu); menu.SetPosition(new Vector2(0, 0)); } ref var invincible = ref data.Get <invincible>();
// Start is called before the first frame update void Start() { LampA_Animator = LampA.GetComponent <Animator>(); LampB_Animator = LampB.GetComponent <Animator>(); TV_Animator = TV.GetComponent <Animator>(); Carpet_Animator = Carpet.GetComponent <Animator>(); Table_Animator = Table.GetComponent <Animator>(); Shoes_Animator = Shoes.GetComponent <Animator>(); Hanger_Animator = Hanger.GetComponent <Animator>(); House_Animator = House.GetComponent <Animator>(); menuPause = Canvas.GetComponent <Pause_Menu>(); cam = Camera.main; LampAColl = LampA.GetComponent <Collider2D>(); LampBColl = LampB.GetComponent <Collider2D>(); TVColl = TV.GetComponent <Collider2D>(); CarpetColl = Carpet.GetComponent <Collider2D>(); TableColl = Table.GetComponent <Collider2D>(); ShoesColl = Shoes.GetComponent <Collider2D>(); HangerColl = Hanger.GetComponent <Collider2D>(); KeysColl = Keys.GetComponent <Collider2D>(); Curtain1Coll = Curtain1.GetComponent <Collider2D>(); Curtain2Coll = Curtain2.GetComponent <Collider2D>(); StairsColl = Stairs.GetComponent <Collider2D>(); }
// Button that resumes the game public void resume() { Pause_Menu.activateGame(); mDifficulty_Menu.SetActive(false); }
// Use this for initialization void Start () { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; rb = GetComponent<Rigidbody>(); //tf = GetComponent<Transform>(); sensitivity = 120; // initialize at default sensitivity; to be tweakable live in the future dodgeFlag = true; SpawnFlag = true; currentHP = maxHP; //Loading keyconfig //defaultKeys = new Dictionary<string, string> //{ // { "left","a" }, // { "right","d" }, // {"forward","w" }, // { "backward","s" }, // {"jump","space" }, // {"dodge", "left shift" }, //}; //keys = new Dictionary<string, string>(); //try //{ // StreamReader f = new StreamReader("keys.cfg"); // string line; // while ((line = f.ReadLine()) != null) // { // string[] splitted = line.Split(':'); // if (!defaultKeys.ContainsKey(splitted[0])) // { // Debug.Log("Key not used: " + splitted[0]); // } // else // { // keys[splitted[0]] = splitted[1]; // } // } // f.Close(); // using (StreamWriter sw = File.AppendText("keys.cfg")) // { // foreach (string key in defaultKeys.Keys) // { // if (!keys.ContainsKey(key)) // { // //Add key to file if it doesn't exist // sw.Write(key + ":" + defaultKeys[key] + "\n"); // //Add key to settings // keys[key] = defaultKeys[key]; // } // } // } //} //catch (IOException) //{ // //File doesn't exist yet, create it // using (StreamWriter sw = File.CreateText("keys.cfg")) // { // foreach (string key in defaultKeys.Keys) // { // sw.Write(key + ":" + defaultKeys[key] + "\n"); // keys[key] = defaultKeys[key]; // } // } //} pauseMenu = GameObject.FindObjectOfType<Pause_Menu>(); }
// Button that resumes the game public void resume() { Pause_Menu.activateGame(); mObjects_Menu.SetActive(false); }
public Level_1_Screen(Screen_Manager screen_manager, World _world, GameCamera _camera, PenumbraComponent _lighting, Particle_World _particle_world, Physics_Engine _physics_engine, Lua lua, GraphicsDevice device) : base(_world, _camera, _lighting, _particle_world, _physics_engine, lua, device, "Level 1") { //sky = new Sky_Renderer(Assets.It.Get<Texture2D>("sky_1"), false); world = _world; pause_menu = new Pause_Menu(screen_manager, camera); }