// Use this for initialization void Start() { _screenHSize = Screen.height; _screenWsize = Screen.width; GUITexture GameSetting = FindObjectOfType(typeof(GUITexture)) as GUITexture; if (GameSetting.name == "Main Camera") { GameSetting.transform.position = Vector3.zero; GameSetting.transform.localScale = Vector3.zero; GameSetting.pixelInset = new Rect(0, 0, _screenWsize, _screenHSize); } GameObject player = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity) as GameObject; player.name = "player"; _playerInformation = new PlayerInformation(); _playerInformation.Awake(); for (int i = 0; i < Enum.GetValues(typeof(AttributeName)).Length; i++) { _playerInformation.GetPrimaryAttribute(i).BaseValue = STARTING_VALUE; } _playerInformation.StatUpdate(); }
// Use this for initialization void Start() { storeInfo = GameObject.FindGameObjectWithTag("Constant"); _screenHSize = Screen.height; _screenWsize = Screen.width; _center.Set(_screenWsize / 2, _screenHSize / 2, 0); #region /// <summary> /// NewGame.cs /// /// Title: Hack & Slash RPG - A Unity3D Game Engine Tutorial | BurgZerg Arcade. [Online].; /// Author: Laliberte P. /// Date: 2013 October 24. /// Available from: http://www.burgzergarcade.com/hack-slash-rpg-unity3d-game-engine-tutorial /// </summary> GUITexture MainCamera = FindObjectOfType(typeof(GUITexture)) as GUITexture; if (MainCamera.name == "GameSettings") { MainCamera.transform.position = Vector3.zero; MainCamera.transform.localScale = Vector3.zero; MainCamera.pixelInset = new Rect(0, 0, _screenWsize, _screenHSize); } _mainCharacter = new PlayerInformation(); _mainCharacter.Awake(); #endregion }
// Use this for initialization public void Start() { info = new PlayerInformation(); info.Awake(); chars = new CharacterGen(); enemyTypeNumber = 0; playerNumber = 1; for (int i = 0; i < Enum.GetValues(typeof(AttributeName)).Length; i++) { info.GetPrimaryAttribute(i).BaseValue = chars.STARTING_VALUE; } characterName = String.Empty; itemAmount = 0; _primaryAttribute = new string[info._primaryAttribute.Length]; _primaryAttributeValues = new int[info._primaryAttribute.Length]; _vital = new string[info._vital.Length]; _vitalValue = new int[info._vital.Length]; _mana = new string[info._mana.Length]; _manaValue = new int[info._mana.Length]; _attack = new string[info._attack.Length]; _attackValue = new int[info._attack.Length]; _defence = new string[info._defence.Length]; _defenceValue = new int[info._defence.Length]; moneyTotal = 0; money = new MoneySystem(); itemsNameArray = new ArrayList(); itemsContentArray = new ArrayList(); experience = 100; nextLevelvalue = experience * 1.2f; nextLevel = (int)(experience * 1.2f); level = 1; initiliseConstantVariables(); playerPos = GameObject.FindGameObjectWithTag("Player"); if (playerPos != null) { positionOnScreen = playerPos.transform.position; } if (PlayerPrefs.GetString("Player Name") != "") { LoadData(); } }
// Use this for initialization public void Start() { info = new PlayerInformation(); info.Awake(); chars = new CharacterGen(); enemyTypeNumber =0; playerNumber =1; for (int i = 0; i < Enum.GetValues(typeof(AttributeName)).Length; i++) { info.GetPrimaryAttribute (i).BaseValue = chars.STARTING_VALUE; } characterName = String.Empty; itemAmount = 0; _primaryAttribute = new string[info._primaryAttribute.Length]; _primaryAttributeValues=new int[info._primaryAttribute.Length]; _vital = new string[info._vital.Length]; _vitalValue=new int[info._vital.Length]; _mana = new string[info._mana.Length]; _manaValue=new int[info._mana.Length]; _attack = new string[info._attack.Length]; _attackValue = new int[info._attack.Length]; _defence = new string[info._defence.Length]; _defenceValue = new int[info._defence.Length]; moneyTotal=0; money = new MoneySystem(); itemsNameArray = new ArrayList(); itemsContentArray = new ArrayList(); experience =100; nextLevelvalue = experience*1.2f; nextLevel = (int)(experience*1.2f); level =1; initiliseConstantVariables(); playerPos = GameObject.FindGameObjectWithTag("Player"); if(playerPos!=null) positionOnScreen= playerPos.transform.position; if(PlayerPrefs.GetString ("Player Name")!= ""){ LoadData(); } }
// Use this for initialization void Start() { _screenHSize = Screen.height; _screenWsize = Screen.width; GUITexture GameSetting = FindObjectOfType (typeof(GUITexture)) as GUITexture; if (GameSetting.name == "Main Camera") { GameSetting.transform.position = Vector3.zero; GameSetting.transform.localScale = Vector3.zero; GameSetting.pixelInset = new Rect (0,0, _screenWsize,_screenHSize); } GameObject player = Instantiate(playerPrefab,Vector3.zero, Quaternion.identity) as GameObject; player.name = "player"; _playerInformation = new PlayerInformation(); _playerInformation.Awake(); for (int i = 0; i < Enum.GetValues(typeof(AttributeName)).Length; i++) { _playerInformation.GetPrimaryAttribute (i).BaseValue = STARTING_VALUE; } _playerInformation.StatUpdate(); }
// Use this for initialization void Start() { storeInfo = GameObject.FindGameObjectWithTag ("Constant"); _screenHSize = Screen.height; _screenWsize = Screen.width; _center.Set ( _screenWsize/ 2, _screenHSize / 2, 0); #region /// <summary> /// NewGame.cs /// /// Title: Hack & Slash RPG - A Unity3D Game Engine Tutorial | BurgZerg Arcade. [Online].; /// Author: Laliberte P. /// Date: 2013 October 24. /// Available from: http://www.burgzergarcade.com/hack-slash-rpg-unity3d-game-engine-tutorial /// </summary> GUITexture MainCamera = FindObjectOfType (typeof(GUITexture)) as GUITexture; if (MainCamera.name == "GameSettings") { MainCamera.transform.position = Vector3.zero; MainCamera.transform.localScale = Vector3.zero; MainCamera.pixelInset = new Rect (0,0, _screenWsize,_screenHSize); } _mainCharacter = new PlayerInformation (); _mainCharacter.Awake (); #endregion }