// Use this for initialization void Start() { if (GameObject.Find("TheBrain") != null) { brain = GameObject.Find("TheBrain").GetComponent <TheBrain>(); } else { Debug.Log("The Brain was not found for this object"); brain = new TheBrain(); brain.Time = float.PositiveInfinity; brain.PlayersMoney = 100; brain.InitalizePlayerItemCount(); brain.InitalizePlayerIncenseCount(); brain.currIncense = TheBrain.IncenseTypes.Base; } currLevelID = SceneManager.GetActiveScene().buildIndex; if (pauseMenu != null) { pauseMenu.SetActive(false); } //brain.nextSceneIndex = SceneManager.GetSceneByName(resetLevel).buildIndex; _closeDoors = GameObject.Find("CloseDoors"); _closeDoors.SetActive(false); if (!Regex.IsMatch(SceneManager.GetActiveScene().name, "Shop")) { _inShop = false; } else { _inShop = true; } foreach (AudioSource sound in soundSystem) { sound.Play(); } //nextLevel = SceneManager.GetSceneByBuildIndex(brain.nextSceneIndex).name; }
// Use this for initialization void Start() { _currentState = playerState.FREE; // TODO: Discover a more efficient way to find the below game object // I made it worse, but this was to ensure enstantiation of the brain on startup. // I don't think there will be horrible performance issues. -JW if (GameObject.Find("TheBrain") != null) { brain = GameObject.Find("TheBrain").GetComponent <TheBrain>(); } else { Debug.Log("The Brain was not found for this object"); brain = new TheBrain(); brain.Time = float.PositiveInfinity; brain.PlayersMoney = 100; brain.InitalizePlayerItemCount(); brain.InitalizePlayerIncenseCount(); brain.currIncense = TheBrain.IncenseTypes.Base; debugMode = true; } _controller = gameObject.GetComponent <CharacterController2D>(); _animator = gameObject.GetComponent <AnimationController2D>(); gameCamera.GetComponent <CameraFollow2D>().startCameraFollow(this.gameObject); _invincibilitySprite = GameObject.Find("Invincible"); _invincibilitySprite.SetActive(false); TimeInitialization(); BankAccount.AddToBank(brain.PlayersMoney); _prevY = gameObject.transform.position.y; _playerCollider = gameObject.GetComponent <BoxCollider2D>(); _source = GetComponent <AudioSource>(); _source.Play(); }
// Use this for initialization void Start() { if (GameObject.Find("TheBrain") != null) { brain = GameObject.Find("TheBrain").GetComponent <TheBrain>(); } else { Debug.Log("The Brain was not found for this object"); brain = new TheBrain(); brain.Time = float.PositiveInfinity; brain.PlayersMoney = 100; brain.InitalizePlayerItemCount(); brain.InitalizePlayerIncenseCount(); brain.currIncense = TheBrain.IncenseTypes.Base; } bombDisplay = GetComponent <Text>(); pretext = bombDisplay.text; }
// Use this for initialization void Start() { if (GameObject.Find("TheBrain") != null) { brain = GameObject.Find("TheBrain").GetComponent <TheBrain>(); } else { Debug.Log("The Brain was not found for this object"); brain = new TheBrain(); brain.Time = float.PositiveInfinity; brain.PlayersMoney = 100; brain.InitalizePlayerItemCount(); brain.InitalizePlayerIncenseCount(); brain.currIncense = TheBrain.IncenseTypes.Base; } player = GameObject.Find("Player").GetComponent <PlayerController>(); _animator = GetComponent <AnimationController2D>(); cart = new ShoppingCart(); BombCount.text = cart.GetNumOfSpecificItem(TheBrain.ItemTypes.Bomb).ToString(); InvincibilityCount.text = cart.GetNumOfSpecificItem(TheBrain.ItemTypes.Invincible).ToString(); BombPricing.text = (10 * cart.GetNumOfSpecificItem(TheBrain.ItemTypes.Bomb)).ToString(); InvincibilityPricing.text = (10 * cart.GetNumOfSpecificItem(TheBrain.ItemTypes.Invincible)).ToString(); TotalCount.text = cart.GetTotalSizeOfCart().ToString(); TotalPricing.text = player.BankAccount.TotalWithdrawalAmount.ToString(); Sprite currIncense; if (brain.currIncense != TheBrain.IncenseTypes.None) { currIncense = brain.IncenseSprites[(int)brain.currIncense]; } else { currIncense = brain.IncenseSprites[0]; } //conversionTimer = new TimerController(brain.TotalTime, currIncense, // currentTimeConversionBar, conversionTimerText); //conversionTimer.ReduceTimer((brain.TotalTime - brain.Time) * 60); prevValue = currentTimeConversionBar.value = maxSliderValue = (brain.Time / (brain.TotalTime)); float conversionCalc = 5 + (7 * (9 - (10 * (brain.Time / (brain.TotalTime))))); float barX = (conversionCalc > 0) ? conversionCalc : 0; subtractedConversionBar.rectTransform.offsetMax = new Vector2(-barX, subtractedConversionBar.rectTransform.offsetMax.y); double minutes = brain.Time; //Divide the guiTime by sixty to get the minutes. double seconds = (brain.Time * 60) % 60; //Use the euclidean division for the seconds conversionTimerText.text = string.Format("{0:00} : {1:00}", Math.Floor(minutes), Math.Floor(seconds)); }