/// <summary> /// Sets references and initial vaues for the menu on startup /// </summary> private void Awake() { local_Player_Saved_Data_Manager = GameObject.FindGameObjectWithTag("Player_Settings").GetComponent <Player_Saved_Data_Manager>(); Check_Can_Continue(); Initialise_Level_Select(); Cursor.visible = false; Cursor.SetCursor(cursor_Image_Default, Vector2.zero, CursorMode.ForceSoftware); if (local_Player_Saved_Data_Manager.game_Full_Screen_Mode == 1) { windowed_Toggle.isOn = false; is_Game_Fullscreen = true; } else { windowed_Toggle.isOn = true; is_Game_Fullscreen = false; } Initialise_Resolution_Selected(); Change_Resolution(resolution_Options.value); local_UI_Manager.Update_Graphics_Options(); }
private void Awake() { local_Player_Saved_Data_Manager = GameObject.FindGameObjectWithTag("Player_Settings").GetComponent <Player_Saved_Data_Manager>(); Master_Volume_Slider.value = local_Player_Saved_Data_Manager.Get_Master_Audio(); BGM_Volume_Slider.value = local_Player_Saved_Data_Manager.Get_BGM_Audio_Level(); SFX_Volume_Slider.value = local_Player_Saved_Data_Manager.Get_SFX_Audio_Level(); Master_Volume_Slider.onValueChanged.AddListener(delegate { MasterValueChangeCheck(); }); SFX_Volume_Slider.onValueChanged.AddListener(delegate { BGMValueChangeCheck(); }); BGM_Volume_Slider.onValueChanged.AddListener(delegate { SFXValueChangeCheck(); }); if (!main_Menu) { StartCoroutine("Update_UI"); } else { Cursor.visible = true; } StartCoroutine("Update_Audio_Settings"); if (!main_Menu) { Change_Player_UI_Colour(); aoe_Cooldown_Mutliplier = 1 / local_Aoe_Special_Ability.aoe_Attack_Cooldown; dash_Cooldown_Multiplier = 1 / local_Player_Movement_Controls.dash_Cooldown; shield_Cooldown_Multiplier = 1 / local_Shield_Special_Ability.cooldown; } }
private void Awake() { local_Player_Saved_Data_Manager = GameObject.FindGameObjectWithTag("Player_Settings").GetComponent <Player_Saved_Data_Manager>(); Initialise_Upgradeable_Stats(); max_Health = health; local_UI_Manager.health_Meter.maxValue = max_Health; local_UI_Manager.health_Meter.value = health; local_UI_Manager.Ammo_Slider.maxValue = max_Ammo_Colour_Amount; default_Flash_COlour = local_UI_Manager.HUD_Damage_Flash.color; }