示例#1
0
    // Load actorA saved game
    public void Load()
    {
        print("Loading...");
        StorageHandler sh = new StorageHandler();
        PlayerData     dp = (PlayerData)sh.LoadData("player") as PlayerData;

        _pd = dp;
        PlayerDataTracker pdt = PlayerDataTracker.GetInstance();

        pdt.Dt       = _pd;
        PlayerPrefab = Instantiate(PlayerPrefab, new Vector3(pdt.GetPlayerX(), pdt.GetPlayerY(), pdt.GetPlayerZ()), Quaternion.identity);

        PlayerPrefab.gameObject.name = "Player";
        this.gameObject.GetComponent <EnvironmentColours>().Player = PlayerPrefab;

        C.transform.position = new Vector3(pdt.GetPlayerX(), pdt.GetPlayerY() + 10, pdt.GetPlayerZ());
        C.transform.parent   = PlayerPrefab.transform;

        _dta                   = TempDataTracker.GetInstance();
        _settingsReader        = SettingsReader.GetInstance();
        _cam                   = GameObject.Find("Main Camera");
        _environmentController = EnvironmentController.GetInstance();
        _gm = GeneticsManager.GetInstance();
        _co = CollisionMediator.GetInstance();
        _am = AudioManager.GetInstance();
    }
    public static PlayerDataTracker GetInstance()
    {
        if (!Instance)
        {
            Container      = new GameObject();
            Container.name = "PlayerDataTracker";
            Instance       = Container.AddComponent(typeof(PlayerDataTracker)) as PlayerDataTracker;
        }

        return(Instance);
    }
示例#3
0
    //public Stack<string> inventory;

    void Awake()
    {
        if (!i)
        {
            i = this;
            DontDestroyOnLoad(gameObject);
        }
        else
        {
            DestroyImmediate(gameObject);
        }
    }
示例#4
0
    private void Awake()
    {
        _pt            = PlayerDataTracker.GetInstance();
        SettingsReader = SettingsReader.GetInstance();
        _pt.SetSpeed(SettingsReader.PlayerSpeed);

        // Get the Rewired Player object for this player and keep it for the duration of the character's lifetime
        _player = ReInput.players.GetPlayer(PlayerId);


        // Get the character controller
        _cc = GetComponent <CharacterController>();
    }
示例#5
0
    private void Awake()
    {
        _environment = EnvironmentController.GetInstance();

        _pt = PlayerDataTracker.GetInstance();
        _pc = GetComponent <ControllerSetup>();
        // create list of limbs
        var t = transform;

        foreach (Transform child in t)
        {
            if (child.gameObject.name.Contains("limb_"))
            {
                Limbs.Add(child.gameObject.transform);
                if (child.gameObject.name.Contains("limb_0"))
                {
                    Limbs0.Add(child.gameObject.transform);
                }
                if (child.gameObject.name.Contains("limb_1"))
                {
                    Limbs1.Add(child.gameObject.transform);
                }
                if (child.gameObject.name.Contains("limb_2"))
                {
                    Limbs2.Add(child.gameObject.transform);
                }
                if (child.gameObject.name.Contains("limb_3"))
                {
                    Limbs3.Add(child.gameObject.transform);
                }
                if (child.gameObject.name.Contains("limb_4"))
                {
                    Limbs4.Add(child.gameObject.transform);
                }
                if (child.gameObject.name.Contains("limb_5"))
                {
                    Limbs5.Add(child.gameObject.transform);
                }
                if (child.gameObject.name.Contains("limb_6"))
                {
                    Limbs6.Add(child.gameObject.transform);
                }
                if (child.gameObject.name.Contains("limb_7"))
                {
                    Limbs7.Add(child.gameObject.transform);
                }
            }
        }
    }
示例#6
0
    private void Awake()
    {
        _evolutonBools = new List <bool>();
        _evolutonBools.Add(false);
        _evolutonBools.Add(false);
        _evolutonBools.Add(false);
        _evolutonBools.Add(false);
        _evolutonBools.Add(false);
        _evolutonBools.Add(false);
        _evolutonBools.Add(false);

        SettingsReader = SettingsReader.GetInstance();
        Mn             = GameObject.Find("Controller").GetComponent <Main>();
        _pc            = GetComponent <PlayerController>();
        _cs            = GetComponent <ControllerSetup>();

        _pt = PlayerDataTracker.GetInstance();
    }
示例#7
0
    private void Awake()
    {
        _fadeScr = GameObject.FindObjectOfType <ScreenFader>();
        // Create actorA temporary reference to the current scene.
        Scene currentScene = SceneManager.GetActiveScene();

        _sceneName = currentScene.name;
        _sc        = GameObject.Find("UI Controller").GetComponent <GameStatusManager>();
        print("-------- " + _sc.GameStatus.ToString());

        if (_sc.GameStatus == 4)
        {
            print("First start...");
            _dta                   = TempDataTracker.GetInstance();
            _settingsReader        = SettingsReader.GetInstance();
            _cam                   = GameObject.Find("Main Camera");
            _environmentController = EnvironmentController.GetInstance();
            _gm = GeneticsManager.GetInstance();
            _co = CollisionMediator.GetInstance();
            _am = AudioManager.GetInstance();
            PlayerDataTracker pdt = PlayerDataTracker.GetInstance();
            _pd = pdt.Dt;

            var s = _settingsReader.FoodWideSpreadY;
            _defaultN = s;

            PlayerPrefab = Instantiate(PlayerPrefab, new Vector3(0, s, 0), Quaternion.identity);
            PlayerPrefab.gameObject.name = "Player";

            pdt.SetEnergy(_settingsReader.PlayerStartEnergy);

            this.gameObject.GetComponent <EnvironmentColours>().Player = PlayerPrefab;
        }
        else if (_sc.GameStatus == 3)
        {
            Load();
        }

        C = Camera.main;
        C.transform.position = new Vector3(PlayerPrefab.transform.position.x, PlayerPrefab.transform.position.y + 10, PlayerPrefab.transform.position.z);
        C.transform.parent   = PlayerPrefab.transform;
    }
 // Saves player's current money, amount to be lost and mine data, passed out
 public static void SaveStatePassout()
 {
     statepassout = new PlayerDataTracker(Game1.player.Money, Math.Min(config.PassOutPenalty.MoneyLossCap, Game1.player.Money * (1 - config.PassOutPenalty.MoneytoRestorePercentage)));
 }
 // Saves player's current money, amount to be lost and mine data, killed
 public static void SaveStateDeath()
 {
     statedeath = new PlayerDataTracker(Game1.player.Money, Math.Min(config.DeathPenalty.MoneyLossCap, Game1.player.Money * (1 - config.DeathPenalty.MoneytoRestorePercentage)));
 }