// Start is called before the first frame update void Start() { save = SaveGameManager.Load(); loveMeter.GetComponent <ProgressBar> ().current = save.love; hungerMeter.GetComponent <ProgressBar> ().current = save.hunger; tidynessMeter.GetComponent <ProgressBar> ().current = save.tidyNess; // Instantiate a poop prefab for every poop position foreach (PoopPosition poop in save.poopPositions) { Instantiate(poopModel, poop.returnVector(), Quaternion.Euler(0, 0, 0)); } save.poopPositions.Clear(); anim = gameObject.GetComponent <Animator> (); angry = gameObject.GetComponent <MeshRenderer> (); foreach (GameObject emotion in emojiMeshes) { emotionType.Add(emotion.name, emotion); } //private int timePassedSinceQuit = (int)SaveGameManager.loadMinusSave.TotalSeconds ; //loveMeter.GetComponent<ProgressBar> ().current -= (int)SaveGameManager.loadMinusSave.TotalSeconds * 1; //hungerMeter.GetComponent<ProgressBar> ().current += (int)SaveGameManager.loadMinusSave.TotalSeconds * 1; //loveMeter.GetComponent<ProgressBar> ().current -= (int)SaveGameManager.loadMinusSave.TotalSeconds * 1; InvokeRepeating("heightenNeeds", 1, 1); }
// Use this for initialization void Start() { if (S == null) { S = this; // Set the Singleton // a } else { Debug.LogError("AchievementManager.Awake() - Attempted to assign second AchievementManager.S!"); } if (SaveGameManager.Load() != null) { achievements = SaveGameManager.Load(); } ACH_DICT = new Dictionary <WeaponType, Achievement>(); for (int i = 0; i < achievements.Length; i++) { Achievement ach = achievements[i]; ACH_DICT[ach.type] = ach; Renderer cubeRend = achievementBoxes[i].transform.Find("Cube").GetComponent <Renderer>(); cubeRend.material.color = Main.GetWeaponDefinition(ach.type).projectileColor; GameObject chMark = achievementBoxes[i].transform.Find("checkedMark").gameObject; chMark.SetActive(ach.achieved); } }
void Start() { levelsConfiguration = levelProgression.Split(','); ASTEROIDS = new List <Asteroid>(); SaveGameManager.Load(); getHighScore = false; }
private void Awake() { //stores the high score and all that. _progress = new Progress(); if (_S == null) { _S = this; } _settingsQueue = new Queue <AchievementSettings>(); SCORE = 0; SaveGameManager.Load(); }
void Start() { #if DEBUG_AsteraX_LogMethods Debug.Log("AsteraX:Start()"); #endif ParseLevelProgression(); ASTEROIDS = new List <Asteroid>(); AddScore(0); SaveGameManager.Load(); }
void Start() { #if DEBUG_AsteraX_LogMethods Debug.Log("AsteraX:Start()"); #endif // Register RemoteSettingsUpdated() to be called whenever RemoteSettings is updated. RemoteSettings.Updated += RemoteSettingsUpdated; ParseLevelProgression(); ASTEROIDS = new List <Asteroid>(); AddScore(0); SaveGameManager.Load(); }
void Start() { #if DEBUG_Warpaid_LogMethods Debug.Log("Warpaid:Start()"); #endif PLAYERS = new List <PlayerShip>(); ENEMIES = new List <Enemy>(); PARTICLE_GT = GameObject.Find("ParticleGT").gameObject.GetComponent <Text>(); GameObject player = Instantiate(playersSO.partPrefabs[0], new Vector3(0, 0, 0), new Quaternion(0, 0, 0, 0)); StartCoroutine(SpawnWaves()); // Loading data needed SaveGameManager.Load(); // Update score, cash etc for properly display AddScore(0); AddCash(0); HUDSystems.UpdateInventory(); }
private void PrepareGame() { SaveGameManager.Load(); Score = SaveGameManager.saveFile.score; MaxScore = SaveGameManager.saveFile.highScore; CurrentLevel = SaveGameManager.saveFile.levelReached; ParseWavesProgression(); player = Instantiate(playerPrefab, new Vector3(0, 9, 0), Quaternion.identity); //var hoverController = player.GetComponent<HoverController>(); hoverController = GameObject.FindObjectOfType <HoverController>(); hoverController.onPlayerFire += Shoot; hoverController.onPlayerDeath += GrantDestroyPlayer; //hoverController.onProjectileSpawn += StartListenProjectileEvents; ChangeGameState(gameState.game); //onLevelChange?.Invoke(CurrentLevel); Invoke("StartSpawningEnemies", 1f); }
void Start() { #if DEBUG_AsteraX_LogMethods Debug.Log("AsteraX:Start()"); #endif //determine which asteriod scriptable object to use. if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android) { asteroidsSO = asteroidsSO_Mobile; } else { asteroidsSO = asteroidsSO_PC; } // Register RemoteSettingsUpdated() to be called whenever RemoteSettings is updated. RemoteSettings.Updated += RemoteSettingsUpdated; ParseLevelProgression(); ASTEROIDS = new List <Asteroid>(); AddScore(0); SaveGameManager.Load(); }
public void LoadGame() { SaveGameManager.Load(); }
public void Load() { audioSource.Play(); SaveGameManager.Load(); SceneManager.LoadScene(1); }
private void Initialize() { Inst = this; SaveNameReference saveNameRef = GameObject.FindObjectOfType <SaveNameReference>(); if (saveNameRef != null && saveNameRef.IsGodMode) { GodMode = true; } Constants = GetComponent <Constants>(); //Initializing CsDebug CsDebug debug = GetComponent <CsDebug>(); debug.Initialize(); //Initializing DBManager DBManager = new DBManager(); DBManager.Initialize(); //Initializing Material Manager MaterialManager = new MaterialManager(); MaterialManager.Initialize(); //Initializing sound manager SoundManager = new SoundManager(); SoundManager.Initialize(); //Initializing world manager WorldManager = new WorldManager(); WorldManager.Initialize(); //Initializing Event Manager EventManager = new EventManager(); EventManager.Initialize(); ItemManager = new ItemManager(); ItemManager.Initialize(); //Initializing NPC Manager NPCManager = new NPCManager(); NPCManager.Initialize(); PlayerControl = new PlayerControl(); PlayerControl.Initialize(); PlayerProgress = new PlayerProgress(); UIManager = new UIManager(); UIManager.Initialize(); QuestManager = new QuestManager(); QuestManager.Initialize(); SaveGameManager = new SaveGameManager(); /* * MutantCharacter mutant1 = NPCManager.SpawnRandomMutantCharacter("Mutant3", 2, new Vector3(-207.591f, 0, 58.15f)); * mutant1.MyAI.BlackBoard.PatrolLoc = mutant1.transform.position; * mutant1.MyAI.BlackBoard.PatrolRange = new Vector3(2, 2, 2); * mutant1.MyAI.BlackBoard.CombatRange = new Vector3(40, 20, 20); * mutant1.MyAI.BlackBoard.HasPatrolInfo = true; * * MutantCharacter mutant1 = GameObject.Find("MutantCharacter").GetComponent<MutantCharacter>(); * mutant1.Initialize(); * mutant1.MyStatus.MaxHealth = 200; * mutant1.MyStatus.Health = 200; * mutant1.MyAI.BlackBoard.PatrolLoc = mutant1.transform.position; * mutant1.MyAI.BlackBoard.PatrolRange = new Vector3(5, 5, 5); * mutant1.MyAI.BlackBoard.CombatRange = new Vector3(40, 20, 20); * mutant1.MyAI.BlackBoard.HasPatrolInfo = true; * * * MutantCharacter mutant2 = GameObject.Find("MutantCharacter2").GetComponent<MutantCharacter>(); * mutant2.Initialize(); * mutant2.MyStatus.MaxHealth = 100; * mutant2.MyStatus.Health = 100; * mutant2.MyAI.BlackBoard.PatrolLoc = new Vector3(60, 0, -33); * mutant2.MyAI.BlackBoard.PatrolRange = new Vector3(5, 5, 5); * mutant2.MyAI.BlackBoard.CombatRange = new Vector3(40, 20, 20); * mutant2.MyAI.BlackBoard.HasPatrolInfo = true; * * mutant2 = GameObject.Find("MutantCharacter3").GetComponent<MutantCharacter>(); * mutant2.Initialize(); * mutant2.MyStatus.MaxHealth = 100; * mutant2.MyStatus.Health = 100; * mutant2.MyAI.BlackBoard.PatrolLoc = new Vector3(60, 0, -33); * mutant2.MyAI.BlackBoard.PatrolRange = new Vector3(5, 5, 5); * mutant2.MyAI.BlackBoard.CombatRange = new Vector3(40, 20, 20); * mutant2.MyAI.BlackBoard.HasPatrolInfo = true; * * mutant2 = GameObject.Find("MutantCharacter4").GetComponent<MutantCharacter>(); * mutant2.Initialize(); * mutant2.MyStatus.MaxHealth = 100; * mutant2.MyStatus.Health = 100; * mutant2.MyAI.BlackBoard.PatrolLoc = new Vector3(60, 0, -33); * mutant2.MyAI.BlackBoard.PatrolRange = new Vector3(5, 5, 5); * mutant2.MyAI.BlackBoard.CombatRange = new Vector3(40, 20, 20); * mutant2.MyAI.BlackBoard.HasPatrolInfo = true; * * mutant2 = GameObject.Find("MutantCharacter5").GetComponent<MutantCharacter>(); * mutant2.Initialize(); * mutant2.MyStatus.MaxHealth = 100; * mutant2.MyStatus.Health = 100; * mutant2.MyAI.BlackBoard.PatrolLoc = new Vector3(60, 0, -33); * mutant2.MyAI.BlackBoard.PatrolRange = new Vector3(5, 5, 5); * mutant2.MyAI.BlackBoard.CombatRange = new Vector3(40, 20, 20); * mutant2.MyAI.BlackBoard.HasPatrolInfo = true; * * mutant2 = GameObject.Find("MutantCharacter6").GetComponent<MutantCharacter>(); * mutant2.Initialize(); * mutant2.MyStatus.MaxHealth = 100; * mutant2.MyStatus.Health = 100; * mutant2.MyAI.BlackBoard.PatrolLoc = new Vector3(60, 0, -33); * mutant2.MyAI.BlackBoard.PatrolRange = new Vector3(5, 5, 5); * mutant2.MyAI.BlackBoard.CombatRange = new Vector3(40, 20, 20); * mutant2.MyAI.BlackBoard.HasPatrolInfo = true; */ //HumanCharacter enemy1 = GameObject.Find("HumanCharacter2").GetComponent<HumanCharacter>(); //HumanCharacter enemy2 = GameObject.Find("HumanCharacter4").GetComponent<HumanCharacter>(); //HumanCharacter enemy3 = GameObject.Find("HumanCharacter5").GetComponent<HumanCharacter>(); //HumanCharacter enemy4 = GameObject.Find("HumanCharacter6").GetComponent<HumanCharacter>(); CameraController = GameObject.Find("CameraController").GetComponent <CameraController>(); CameraController.Initialize(); CameraShaker = CameraController.GetComponent <CameraShaker>(); CameraShaker.Initialize(); FXManager = new FXManager(); FXManager.Initialize(50); AIScheduler = new AIScheduler(); AIScheduler.Initialize(); CursorManager = new CursorManager(); CursorManager.Initialize(); //if save name is empty then it's a new game //if save name is not empty then load save game if (saveNameRef == null) { saveNameRef = (GameObject.Instantiate(Resources.Load("SaveNameReference")) as GameObject).GetComponent <SaveNameReference>(); //saveNameRef.SaveName = "TestSave"; } if (!string.IsNullOrEmpty(saveNameRef.SaveName)) { Debug.Log("Loading save " + saveNameRef.SaveName); UIManager.SetConsoleText("Loading last save game."); SaveGameManager.Load(saveNameRef.SaveName); } if (saveNameRef.IsNewGame) { //setup new game UIEventHandler.Instance.TriggerStartIntro(); GameManager.Inst.SaveGameManager.Save("TestSave", ""); saveNameRef.IsNewGame = false; } //UIEventHandler.Instance.TriggerStartIntro(); StartCoroutine(DoPerSecond()); StartCoroutine(DoPerHalfSecond()); //serialize test //SerializeTest sTest = new SerializeTest(); //sTest.Test.SetNewAddress("2008 Cedar St"); //sTest.Test.SetNewName("Helen"); //sTest.Save(); //sTest.Load(); }