// Use this for initialization void Start() { mainCamera = Camera.main.transform; inputManager = FindObjectOfType <InputManager>(); //cameraControl = mainCamera.GetComponent<SpringCamera>(); cameraControl = FindObjectOfType <SpringCamera>(); rb = GetComponent <Rigidbody>(); repulsor = GetComponent <Repulsor>(); gameManager = FindObjectOfType <GameManager>(); audioSource = GetComponent <AudioSource>(); //impactInfoManager = FindObjectOfType<ImpactInfoManager>(); bulletPool = FindObjectOfType <BulletPool>(); // TODO: No hacerlo tan hardcodeado bulletPool.RegisterBullets(elipticProyectilePrefab, 30, 10); // PlayerReference.Initiate(gameObject); // lastAxisXZ = Vector3.forward; // proyectileToUse = elipticProyectilePrefab; proyectileRb = proyectileToUse.GetComponent <Rigidbody>(); PlayerReference.currentProyectileRB = proyectileRb; // Recordar que la masa va en gramos (de momento) currentMuzzleSpeed = gameManager.playerAttributes.forcePerSecond.CurrentValue / (gameManager.playerAttributes.massPerSecond / 1000); // Debug.Log("Muzzle speed :" + currentMuzzleSpeed); }
/// <summary> /// Load the data from the correspondant level info /// </summary> void LoadLevelDataArcade() { // TODO: Revisar como gestionamos esto //levelInfo = gameManager.GetCurrentLevelInfo(); levelInfo = gameManager.CurrentLevelInfo; victoryCondition = levelInfo.victoryCondition; enemiesToDestroy = levelInfo.enemiesToDefeat; // Esto habrá que manejarlo de otro modo // Forzamos provisonalmente que se equipen las asignadas // Attack gameManager.playerAttributes.unlockedAttackActions = levelInfo.attackActionsAvailable; // Control chorras para la Build if (PlayerReference.playerControl == null) { PlayerReference.Initiate(FindObjectOfType <RobotControl>().gameObject); } // Control de habilidades del prota para el formato de niveekes de ka demo // Attack //if (gameManager.unlockedAttackActions > 1) // PlayerReference.playerControl.ActiveAttackMode = (AttackMode)(gameManager.unlockedAttackActions - 1); //// Defense //gameManager.unlockedDefenseActions = levelInfo.defenseActionsAvailable; //if (gameManager.unlockedDefenseActions > 1) // PlayerReference.playerControl.ActiveDefenseMode = (DefenseMode)(gameManager.unlockedDefenseActions - 1); //// Jump //gameManager.unlockedJumpActions = levelInfo.jumpActionsAvailable; //if (gameManager.unlockedJumpActions > 1) // PlayerReference.playerControl.ActiveJumpMode = (JumpMode)(gameManager.unlockedJumpActions - 1); //// Sprint //gameManager.unlockedSprintActions = levelInfo.sprintActionsAvailable; //if (gameManager.unlockedSprintActions > 1) // PlayerReference.playerControl.ActiveSprintMode = (SprintMode)(gameManager.unlockedSprintActions - 1); // terrainManager.InitiateManager(levelInfo); // if (enemyManager != null) { enemyManager.InitiateManager(levelInfo); } }