private void Start() { m_CurrentCamera = FindObjectOfType <CameraTopDown>(); m_CurrentCamera.player = prefabPlayer; loader = FindObjectOfType <ProgressSceneLoader>(); loader.DesactiveUI(); playerLife.health = loader.GetData(); }
public bool EndQuest() { //SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); ProgressSceneLoader sceneLoader = Global.Component.GetProgressSceneLoader(); sceneLoader.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); return(true); }
private void Awake() { controls = new PlayerControl(); controls.Enable(); controls.Gameplay.Yoyo.performed += ctx => Dash(); controls.Gameplay.Attack.performed += ctx => MeleAttack(); controls.Gameplay.Utilitaire1.performed += ctx => UseSlotInventory(); controls.Gameplay.ChangeWeapon.performed += ctx => SwitchWeapon(); controls.Gameplay.Menu.performed += ctx => manag.MenuPause(); controls.Gameplay.Move.performed += ctx => inputDirMove = ctx.ReadValue <Vector2>(); controls.Gameplay.Move.canceled += ctx => inputDirMove = Vector2.zero; GetComponent <Health>().OnDie.AddListener(Die); anim = GetComponentInChildren <Animator>(); rb = GetComponent <Rigidbody>(); particle = GetComponentInChildren <ParticleSystem>(); manag = FindObjectOfType <LevelManager>(); loader = FindObjectOfType <ProgressSceneLoader>(); tuto = FindObjectOfType <TuToManager>(); }
// Start is called before the first frame update void Awake() { if (!instance) { instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(this); } canvas = GetComponentInChildren <Canvas>(true); //var loaders = FindObjectsOfType<ProgressSceneLoader>(); //if (loaders.Length < 2) // DontDestroyOnLoad(gameObject); //else // for (int extra = 1; extra < loaders.Length; extra++) // Destroy(loaders[extra].gameObject); }
private void Start() { loader = FindObjectOfType <ProgressSceneLoader>(); player = FindObjectOfType <Deplacement>(); }
public void Play() { ProgressSceneLoader sceneLoader = Global.Component.GetProgressSceneLoader(); sceneLoader.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); }
private void Start() { PLAYER_SPEED = new DebugCommand("player_speed", "change player speed", "player_speed <float>", (arg) => { GameObject player = Global.Obj.GetPlayerGameObject(); player.GetComponent <PlayerMovement>().speed = float.Parse(arg, CultureInfo.InvariantCulture.NumberFormat); }); FPS = new DebugCommand("fps", "shows fps", "fsp <on/off>", (arg) => { GameObject fpsWindow = GameObject.Find("fpsWindow").gameObject; if (arg == "on") { fpsWindow.GetComponent <FPSCounter>().TurnFps(true); } else if (arg == "off") { fpsWindow.GetComponent <FPSCounter>().TurnFps(false); } }); SCENE_LOAD = new DebugCommand("scene", "change scene", "scene <int>", (arg) => { ProgressSceneLoader sceneLoader = Global.Component.GetProgressSceneLoader(); sceneLoader.LoadScene(int.Parse(arg)); }); MOTION_BLUR = new DebugCommand("motion_blur", "change scene", "motion_blur <on/off>", (arg) => { Volume volume = GameObject.Find("Global Volume").GetComponent <Volume>(); MotionBlur motionBlur = null; volume.profile.TryGet(out motionBlur); if (arg == "on") { motionBlur.active = true; } else if (arg == "off") { motionBlur.active = false; } }); MOTION_BLUR_INTENCITY = new DebugCommand("motion_blur_intensity", "motion blure intencity", "motion_blur_intensity <int>", (arg) => { Volume volume = GameObject.Find("Global Volume").GetComponent <Volume>(); MotionBlur motionBlur = null; volume.profile.TryGet(out motionBlur); motionBlur.intensity.value = float.Parse(arg, CultureInfo.InvariantCulture.NumberFormat); }); MOTION_BLUR_CLAMP = new DebugCommand("motion_blur_clamp", "motion blure clamp", "motion_blur_clamp <int>", (arg) => { Volume volume = GameObject.Find("Global Volume").GetComponent <Volume>(); MotionBlur motionBlur = null; volume.profile.TryGet(out motionBlur); motionBlur.clamp.value = float.Parse(arg, CultureInfo.InvariantCulture.NumberFormat); });; commandList = new List <object> { PLAYER_SPEED, FPS, SCENE_LOAD, MOTION_BLUR, MOTION_BLUR_INTENCITY, MOTION_BLUR_CLAMP }; }
void StartSequence() { if (startSequenceNumber < 18) { switch (startSequenceNumber) { case 0: this.sceneLoader = sceneLoaderObject.GetComponent <ProgressSceneLoader>(); this.sceneLoader.UpdateBar(ProgressSceneLoader.START_LOADING); tc = new TerrainerContent(this); break; case 2: this.sceneLoader.UpdateBar(ProgressSceneLoader.LOAD_RND); this.currentSeed = tc.randomGenerator(currentSeed); break; case 4: this.sceneLoader.UpdateBar(ProgressSceneLoader.LOAD_TERRAIN); tc.createTerrainObject(); break; case 6: this.sceneLoader.UpdateBar(ProgressSceneLoader.LOAD_BIOMES); tc.createBiomesAndTextures(); tc.resetMaps(); tc.alphaMap.createAlphaMaps(tc); break; case 8: this.sceneLoader.UpdateBar(ProgressSceneLoader.LOAD_BORDERS); tc.alphaMap.calcBorders(tc); break; case 10: this.sceneLoader.UpdateBar(ProgressSceneLoader.LOAD_MOUNTAINS); tc.MountMap.createMountainsByBorders(); break; case 12: this.sceneLoader.UpdateBar(ProgressSceneLoader.LOAD_GAMEOBJECTS); tc.DetailsMap.calculateDetailByBiomes(); tc.TreeMap.calculateTreesByBiomes(); tc.createPrefabObjects(); tc.createGameObjects(); break; case 14: this.sceneLoader.UpdateBar(ProgressSceneLoader.LOAD_PLAYER); tc.createPlayer(); this.sceneLoader.camera.SetActive(false); // the collider have to reinitialized tc.BaseTerrainCollider.enabled = false; // TODO day-night changing //var lightParent = new GameObject(); //var light = new GameObject(); //lightParent.transform.position = new Vector3(0, 0, 0); //light.transform.position = new Vector3(this.tc.xTerrainRes, 0, this.tc.yTerrainRes); //light.transform.LookAt(lightParent.transform.position); //var lightComponent = light.AddComponent<Light>(); //lightComponent.type = LightType.Spot; //lightComponent.color = new Color(255,255,0); //lightComponent.spotAngle = 130; //lightComponent.range = 3000; //lightComponent.intensity = 30; //lightParent.transform.parent = this.transform; //light.transform.parent = lightParent.transform; break; case 16: tc.BaseTerrainCollider.enabled = true; // PrefabUtility.CreatePrefab("Assets/SaveData/ProGen/Terrains/" + currentSeed + ".prefab", tc.BaseTerrainObj); // PrefabUtility.CreatePrefab("Assets/SaveData/ProGen/World/" + currentSeed + ".prefab", this.gameObject); tc = null; this.sceneLoader.UpdateBar(""); this.sceneLoader.gameObject.SetActive(false); break; default: break; } startSequenceNumber++; } }