void Awake() { if (scenesInfos == null) { DontDestroyOnLoad(gameObject); scenesInfos = this; } else if (scenesInfos != this) { Destroy(gameObject); } }
void Start() { // MoveIn m_Title1 and m_Title2 StartCoroutine(MoveMainButtonObjects()); gameObjectOnScene = GameObject.Find("SceneInfos"); scenesInfos = gameObjectOnScene.GetComponent <ScenesInfos> (); check_save(); // Disable all scene switch buttons //GUIAnimSystemFREE.Instance.SetGraphicRaycasterEnable(m_Canvas, false); scenesInfos.actualChapter = 1; }
public void LoadVictory() { isFinish = true; isPaused = true; EndMessage.text = "Victory !" + Environment.NewLine + "(you will come back to menu)"; EndMessage.enabled = true; GameObject scGO = GameObject.Find("SceneInfos"); if (scGO) { ScenesInfos sc = scGO.GetComponent <ScenesInfos>(); if (sc.actualLevel >= PersistantData.instance.data.Story) { PersistantData.instance.data.Story = sc.actualLevel + 1; } } PersistantData.instance.Save(); StartCoroutine("GoMenu"); }
IEnumerator GoMenu() { yield return(new WaitForSeconds(5f)); /*#if UNITY_EDITOR * SceneManager.LoadScene("SelectionMenuChapterOne"); #else*/ GameObject scGO = GameObject.Find("SceneInfos"); if (scGO) { ScenesInfos sc = scGO.GetComponent <ScenesInfos> (); if (sc.actualChapter == 1) { SceneManager.LoadScene("SelectionMenuChapterOne"); } else if (sc.actualChapter == 2) { SceneManager.LoadScene("SelectionMenuChapterTwo"); } else if (sc.actualChapter == 3) { SceneManager.LoadScene("SelectionMenuChapterThree"); } else { SceneManager.LoadScene("MainMenu"); } } else { SceneManager.LoadScene("MainMenu"); } //#endif }
void Start() { config = gameObject.GetComponent <ConfigurationFile>(); dialogs = config.cutscenesDialog; sprites = config.cutscenesSprite; SoundManager.instance.PlayerMusic("Cutscene"); gameObjectOnScene = GameObject.Find("SceneInfos"); scenesInfos = gameObjectOnScene.GetComponent <ScenesInfos>(); while (dialogs [i, 0] != scenesInfos.currentScene) { i++; } i++; FinnColor = new Color(51.0f / 255.0f, 0.0f / 255.0f, 255.0f / 255.0f); WhitePawnColor = new Color(1.0f, 1.0f, 1.0f); BlackPawnColor = new Color(0.0f, 0.0f, 0.0f); BlackBishopColor = new Color(0.0f, 0.0f, 0.0f); BlackRookColor = new Color(0.0f, 0.0f, 0.0f); BlackKnightColor = new Color(0.0f, 0.0f, 0.0f); if (dialogs [i, 0] == "Finn") { textName.color = FinnColor; } else if (dialogs [i, 0] == "WhitePawn") { textName.color = WhitePawnColor; } else if (dialogs[i, 0] == "BlackPawn") { textName.color = BlackPawnColor; } else if (dialogs[i, 0] == "BlackBishop") { textName.color = BlackBishopColor; } else if (dialogs[i, 0] == "BlackRook") { textName.color = BlackRookColor; } else if (dialogs[i, 0] == "BlackKnight") { textName.color = BlackKnightColor; } if (dialogs [i, 0] == "") { textDialog.color = new Color(1.0f, 1.0f, 1.0f); } textName.text = dialogs[i, 0]; textDialog.text = dialogs[i, 1]; while (sprites [j, 0] != scenesInfos.currentScene) { j++; } if (scenesInfos.currentScene == "Intro" || scenesInfos.currentScene == "Intro_2") { bubble = gameObject.GetComponent <Image> (); bubble.enabled = false; } sprite = Resources.Load <Sprite> ("Backgrounds/" + sprites[j, 3]); background.sprite = sprite; sprite = Resources.Load <Sprite> ("Sprites/CutScenes/" + sprites[j, 1]); leftSprite.sprite = sprite; if (sprites [j, 1] == "Finn") { leftSpriteSize.sizeDelta = new Vector2(294, 634); leftSpriteSize.anchoredPosition = new Vector3(115, -99, 0); } else if (sprites [j, 1] == "WhitePawn") { leftSpriteSize.sizeDelta = new Vector2(168, 274); leftSpriteSize.anchoredPosition = new Vector3(115, 150, 0); } else if (sprites [j, 1] == "BlackPawn") { leftSpriteSize.sizeDelta = new Vector2(347, 347); leftSpriteSize.anchoredPosition = new Vector3(115, 100, 0); } else if (sprites [j, 1] == "BlackBishop") { leftSpriteSize.sizeDelta = new Vector2(234, 369); leftSpriteSize.anchoredPosition = new Vector3(115, 100, 0); } else if (sprites [j, 1] == "BlackRook") { leftSpriteSize.sizeDelta = new Vector2(319, 404); leftSpriteSize.anchoredPosition = new Vector3(115, 100, 0); } else if (sprites [j, 1] == "BlackKnight") { leftSpriteSize.sizeDelta = new Vector2(498, 369); leftSpriteSize.anchoredPosition = new Vector3(115, 100, 0); } sprite = Resources.Load <Sprite>("Sprites/CutScenes/" + sprites[j, 2]); rightSprite.sprite = sprite; if (sprites [j, 2] == "Finn") { rightSpriteSize.sizeDelta = new Vector2(294, 634); rightSpriteSize.anchoredPosition = new Vector3(-115, -99, 0); } else if (sprites [j, 2] == "WhitePawn") { rightSpriteSize.sizeDelta = new Vector2(168, 274); rightSpriteSize.anchoredPosition = new Vector3(-115, 150, 0); } else if (sprites [j, 2] == "BlackPawn") { rightSpriteSize.sizeDelta = new Vector2(347, 347); rightSpriteSize.anchoredPosition = new Vector3(-115, 100, 0); } else if (sprites [j, 2] == "BlackBishop") { rightSpriteSize.sizeDelta = new Vector2(234, 369); rightSpriteSize.anchoredPosition = new Vector3(-115, 100, 0); } else if (sprites [j, 2] == "BlackRook") { rightSpriteSize.sizeDelta = new Vector2(319, 404); rightSpriteSize.anchoredPosition = new Vector3(-115, 100, 0); } else if (sprites [j, 2] == "BlackKnight") { rightSpriteSize.sizeDelta = new Vector2(498, 369); rightSpriteSize.anchoredPosition = new Vector3(-115, 100, 0); } }
// Use this for initialization void Start() { //Instanciate config gameobject #if UNITY_EDITOR GameObject configGO = Resources.Load("Prefabs/Waves/ConfigurationWave1-6") as GameObject; config = Instantiate(configGO, new Vector3(), Quaternion.identity).GetComponent <ConfigurationGame>(); config.gameObject.name = "ConfigurationWaveForTesting"; #else GameObject scGO = GameObject.Find("SceneInfos"); ScenesInfos sc = scGO.GetComponent <ScenesInfos> (); GameObject configGO = Resources.Load("Prefabs/Waves/ConfigurationWave" + sc.actualChapter + "-" + sc.actualLevel) as GameObject; config = Instantiate(configGO, new Vector3(), Quaternion.identity).GetComponent <ConfigurationGame>(); //ConfigurationGame.instance; config.gameObject.name = "ConfigurationWave" + sc.actualChapter + "-" + sc.actualLevel; #endif // Generate random waves if (RandomWave) { GenerateRandomWave(); // Not implement yet } // Use config to instanciate wave else { int count = 0; GameObject waveTMP = null; List <BasicWaveClass> t = config.GenerateWaves(); foreach (BasicWaveClass waveComponent in t) { waveTMP = new GameObject("Wave" + count); waveTMP.AddComponent <BasicWave> (); waveTMP.GetComponent <BasicWave> ().data = waveComponent; count++; Waves.Add(waveTMP); } foreach (GameObject waveObj in Waves) { BasicWave wave = waveObj.GetComponent <BasicWave> (); List <ConfigurationEnemy> tmpEnemyList = new List <ConfigurationEnemy> (); foreach (ConfigurationEnemy enemy in wave.data.entities) { if (enemy.prefab.gameObject.GetComponent <BasicEnnemy> ()) { tmpEnemyList.Add(enemy); } } TransitionLeft.Add(wave.data.TextDisplay); TimeTransitionLeft.Add(wave.data.TimeBetweenWave); WaveLeft.Add(tmpEnemyList); } // INIT settings for first wave EnemiesForCurrentWave = WaveLeft [0]; wc.changeWave(TimeTransitionLeft [0], TransitionLeft [0]); TransitionLeft.RemoveAt(0); TimeLeft = TimeTransitionLeft [0]; TimeTransitionLeft.RemoveAt(0); WaveLeft.RemoveAt(0); } }