private void Start() { // load local resources // (moving all logic from start function to this first time function) gameDataSaver = GetComponent <GameDataSaver>(); logoutButton.onClick.AddListener(onLogout); exitButton.onClick.AddListener(onExit); logoutCanvas = FindObjectOfType <LogoutCanvas>(); questWindowUI = FindObjectOfType <QuestWindowUI>(); reviveController = FindObjectOfType <ReviveController>(); hud = FindObjectOfType <HUDController>(); dialogueUI = FindObjectOfType <DialogueUI>(); actionBar = GetComponentInChildren <ActionBarController>(); inventoryManager = gameObject.GetComponentInChildren <InventoryManager>(true); inventory = inventoryManager.inventory; equipment = gameObject.GetComponentInChildren <EquipmentPanel>(true).equipment; // set up component logoutCanvas.gameObject.SetActive(false); hud.gameObject.SetActive(false); QuestManager.instance.questWindowUI = questWindowUI; DialogueManager.instance.dialogueUI = dialogueUI; StartCoroutine(LoadGameScene()); exitButton.enabled = false; logoutButton.gameObject.SetActive(false); exitButton.gameObject.SetActive(false); // If game data exists in the database // Override the first stats load using the user data if (User.GetActiveCharacter().GameState.isDirty) { GameCharacter.Stats = GameCharacter.GetStatsFromData(UserService.Instance.User.GetActiveCharacter().GameState.Stats); GameCharacter.Stats.Setup(); } }
void Start() { if (MainMenuManager.sSingleton != null) { MainMenuManager.sSingleton.gameObject.SetActive(false); mRankOneHighScore = MainMenuManager.sSingleton.GetFirstRankTotalScore(); List <int> selectedCharList = MainMenuManager.sSingleton.GetSelectedIndexList; List <ReviveController> reviveControllerList = new List <ReviveController>(); int count = selectedCharList.Count; for (int i = 0; i < count; i++) { Transform trans = playerAndEnemyPrefabData.playerTransList[selectedCharList[i]]; Sprite eyeshot = null; Sprite potrait = null; if (i == 0) { Transform p1 = Instantiate(trans, p1StartPos.position, Quaternion.identity); p1.tag = TagManager.sSingleton.player1Tag; PlayerController pc = p1.GetComponent <PlayerController>(); pc.playerID = 1; pc.respawnXPos = p1RespawnXPos; player1 = p1; // Get the revive controller. if (count == 2) { reviveControllerList.Add(p1.GetComponentInChildren <ReviveController>()); } // Set character's image for left side player. if (selectedCharList[i] == 0) { eyeshot = charInGameImageData.char1EyeshotLeft; potrait = charInGameImageData.char1Potrait; } else if (selectedCharList[i] == 1) { eyeshot = charInGameImageData.char2EyeshotLeft; potrait = charInGameImageData.char2Potrait; } else if (selectedCharList[i] == 2) { mMagnumPlayerID = 1; eyeshot = charInGameImageData.char3EyeshotLeft; potrait = charInGameImageData.char3Potrait; } BombManager.sSingleton.SetPlayerBombController(1, p1.GetComponent <BombController>()); BombManager.sSingleton.leftEyeshotImage.sprite = eyeshot; BombManager.sSingleton.leftPotraitImage.sprite = potrait; } else { Transform p2 = Instantiate(trans, p2StartPos.position, Quaternion.identity); p2.tag = TagManager.sSingleton.player2Tag; PlayerController pc = p2.GetComponent <PlayerController>(); pc.playerID = 2; pc.respawnXPos = p2RespawnXPos; player2 = p2; // Get the revive controller. if (count == 2) { reviveControllerList.Add(p2.GetComponentInChildren <ReviveController>()); } // Set character's image for right side player. if (selectedCharList[i] == 0) { eyeshot = charInGameImageData.char1EyeshotRight; potrait = charInGameImageData.char1Potrait; } else if (selectedCharList[i] == 1) { eyeshot = charInGameImageData.char2EyeshotRight; potrait = charInGameImageData.char2Potrait; } else if (selectedCharList[i] == 2) { mMagnumPlayerID = 2; eyeshot = charInGameImageData.char3EyeshotRight; potrait = charInGameImageData.char3Potrait; } BombManager.sSingleton.SetPlayerBombController(2, p2.GetComponent <BombController>()); BombManager.sSingleton.rightEyeshotImage.sprite = eyeshot; BombManager.sSingleton.rightPotraitImage.sprite = potrait; } } if (reviveControllerList.Count != 0) { for (int i = 0; i < reviveControllerList.Count; i++) { reviveControllerList[i].UpdateWithinCirclePs(); } } if (count == 1) { mP2Controller = null; } } else { mP1Controller = player1.GetComponent <PlayerController>(); mP2Controller = player2.GetComponent <PlayerController>(); Sprite eyeshot = null; Sprite potrait = null; if (mP1Controller.characterID == 1) { eyeshot = charInGameImageData.char1EyeshotLeft; potrait = charInGameImageData.char1Potrait; } else if (mP1Controller.characterID == 2) { eyeshot = charInGameImageData.char2EyeshotLeft; potrait = charInGameImageData.char2Potrait; } else if (mP1Controller.characterID == 3) { eyeshot = charInGameImageData.char3EyeshotLeft; potrait = charInGameImageData.char3Potrait; } BombManager.sSingleton.leftEyeshotImage.sprite = eyeshot; BombManager.sSingleton.leftPotraitImage.sprite = potrait; if (mP2Controller.characterID == 1) { eyeshot = charInGameImageData.char1EyeshotRight; potrait = charInGameImageData.char1Potrait; } else if (mP2Controller.characterID == 2) { eyeshot = charInGameImageData.char2EyeshotRight; potrait = charInGameImageData.char2Potrait; } else if (mP2Controller.characterID == 3) { eyeshot = charInGameImageData.char3EyeshotRight; potrait = charInGameImageData.char3Potrait; } BombManager.sSingleton.rightEyeshotImage.sprite = eyeshot; BombManager.sSingleton.rightPotraitImage.sprite = potrait; } InstantiateEnemy(); InstantiateBullets(); InstantiateEnvObj(); mP1Controller = player1.GetComponent <PlayerController>(); mP2Controller = player2.GetComponent <PlayerController>(); mP1ReviveController = player1.GetComponentInChildren <ReviveController>(); mP2ReviveController = player2.GetComponentInChildren <ReviveController>(); }
void Awake() { ReviveCtrl = this; }