// Start is called before the first frame update void Start() { rb2D = this.gameObject.GetComponent <Rigidbody2D>(); uiControl = GameObject.Find("Canvas").GetComponent <UIControllerScript>(); myAudio = this.gameObject.GetComponent <AudioSource>(); towerScript = FindObjectOfType <Tower>(); }
// Start is called before the first frame update void Start() { //lerpDuration is the time in seconds for movement lerpDuration = 1f / unitsPerSecond; //We set aVector and bVector to your initial position aVector = transform.position; bVector = aVector; //We cache the initial position initialPosition = transform.position; //We create the four detectorcubes dcmap.Add(Vector2.up, Instantiate(detectorCube)); dcmap.Add(Vector2.down, Instantiate(detectorCube)); dcmap.Add(Vector2.left, Instantiate(detectorCube)); dcmap.Add(Vector2.right, Instantiate(detectorCube)); uiController = uiPrefab.GetComponent <UIControllerScript>(); foreach (var item in dcmap) { //Set each detectorcube to the corresponding direction item.Value.transform.position = transform.position + new Vector3(item.Key.x, 0, item.Key.y); //Toggle the collider so we reset the collision logic item.Value.GetComponent <Collider>().enabled = false; item.Value.GetComponent <Collider>().enabled = true; dcdcmap.Add(item.Key, item.Value.GetComponent <DetectorController>()); } }
// Start is called before the first frame update void Start() { startPosition = this.transform.localPosition; rb2D = this.gameObject.GetComponent <Rigidbody2D>(); myAudio = this.gameObject.GetComponent <AudioSource>(); uiControl = GameObject.Find("Canvas").GetComponent <UIControllerScript>(); }
private void Start() { uiController = GetComponent <UIControllerScript>(); Cash = 10000; Food = 6; JobsCeiling = 10; }
// Start is called before the first frame update void Start() { rb2D = this.gameObject.GetComponent <Rigidbody2D>(); myAudio = this.gameObject.GetComponent <AudioSource>(); uiControl = GameObject.Find("Canvas").GetComponent <UIControllerScript>(); startPosition = GameObject.FindGameObjectWithTag("Player").transform.position; }
private void FillPlayerInventoryPanel() { //Get the player's inventory UIControllerScript uic = otherCanvas.GetComponent <UIControllerScript>(); List <Placeable> inventoryData = uic.getInventoryData(); List <int> inventoryCount = uic.getInventoryCount(); //Get the panel to add to RectTransform pip = GameObject.Find("playerInventoryPanel").GetComponent <RectTransform>(); for (int ii = 0; ii < fpc.inventorySize; ii++) { //Add item to player inventory rect //Build the slot regardless of whether or not it will be empty GameObject slotObject = Instantiate(playerInventorySlotPrefab, pip); MenuSlot slot = slotObject.GetComponent <MenuSlot>(); slot.slotIndex = ii; //Add an item to the slot if it shouldn't be empty if (inventoryData[ii] != null && inventoryCount[ii] > 0) { //Add the slot item to the slot GameObject itemObject = Instantiate(slotItemPrefab, slot.GetComponent <RectTransform>()); MenuSlotItem item = itemObject.GetComponent <MenuSlotItem>(); item.setID(inventoryData[ii].id, inventoryData[ii].isFlower); item.setCount(inventoryCount[ii]); slot.GetComponent <MenuSlot>().setItem(item); } } }
// Use this for initialization void Start() { pooler = GameObject.FindObjectOfType <ObjectPoolerScript>(); playerCtrl = FindObjectOfType <PlayerControllerScript>(); uiCtrl = FindObjectOfType <UIControllerScript>(); spawnedEnemyList = new List <EnemyControllerScript>(); earnedCurrency = 200f; }
// Start is called before the first frame update void Start() { rb2D = this.gameObject.GetComponent <Rigidbody2D>(); myAudio = this.gameObject.GetComponent <AudioSource>(); startPosition = this.transform.position; closestTower = null; uiControl = GameObject.Find("Canvas").GetComponent <UIControllerScript>(); }
// Start is called before the first frame update void Start() { tower = GameObject.Find("Tower").GetComponent <Tower>(); rigidbody2D = this.gameObject.GetComponent <Rigidbody2D>(); myAudio = this.gameObject.GetComponent <AudioSource>(); uiController = GameObject.Find("Canvas").GetComponent <UIControllerScript>(); startPosition = new Vector2(this.gameObject.transform.position.x, this.gameObject.transform.position.y); }
private void Start() { rb2D = GetComponent <Rigidbody2D>(); UIControl = UICanvas.GetComponent <UIControllerScript>(); myAudio = GetComponent <AudioSource>(); startPosition = transform.position; startRotation = transform.rotation; }
//private bool _gameOver = false; // Start is called before the first frame update void Start() { health = 3; heart1.gameObject.SetActive(true); heart2.gameObject.SetActive(true); heart3.gameObject.SetActive(true); uiControl = GameObject.Find("Canvas").GetComponent <UIControllerScript>(); //_gameOver = false; }
void Start() { playerRb = this.gameObject.GetComponent <Rigidbody2D>(); uiControl = GameObject.Find("Canvas").GetComponent <UIControllerScript>(); crashAudio = this.gameObject.GetComponent <AudioSource>(); startPosition = this.transform.position; Time.timeScale = 1; }
// Start is called before the first frame update void Start() { //move the object startPosition = transform.position; startRotation = transform.rotation; rb2d = this.gameObject.GetComponent <Rigidbody2D> (); uIController = GameObject.Find("Canvas").GetComponent <UIControllerScript> (); myAudio = this.gameObject.GetComponent <AudioSource> (); }
void Start() { GUIController = GameObject.Find("_GUIController"); UIController = (UIControllerScript)GUIController.GetComponent(typeof(UIControllerScript)); //UIController.PuppetControllerAlphaAmount = GUIDataManager.guiData.controllerAlphaAmountValue; //Debug.Log(UIController.name); //puppetControllerVisibity //puppetControllerAlphaAmount //c.OnVariableChange += VariableChangeHandler; }
// Start is called before the first frame update void Start() { mainCamera = Camera.main; uIControllerS = UIController.GetComponent <UIControllerScript>(); regexList = new Regex[regexFilters.Length]; for (int i = 0; i < regexFilters.Length; i++) { regexList[i] = new Regex(regexFilters[i]); } isOnOnlinePlanet = SceneManager.GetActiveScene() == SceneManager.GetSceneByName("onlinePlanet"); }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
private void Start() { rb2D = gameObject.GetComponent <Rigidbody2D>(); myAudio = gameObject.GetComponent <AudioSource>(); uiControl = GameObject.Find("Canvas").GetComponent <UIControllerScript>(); startPosition = transform.position; colorHookedTower = new Color32(240, 150, 40, 255); colorClosestTower = new Color32(255, 220, 60, 255); isCrashed = false; isLevelCleared = false; Time.timeScale = 1f; }
//First called when the user wants to go to a different planet public void goToPlanet(int planetID) { //Check to see if there is a fade overlay if (fadeOverlay == null) { fadeOverlay = GameObject.Find("fadeOverlay"); } //Set the destination to the given planet id targetPlanetID = planetID; WorldManager.currentPlanetID = planetID; if (planetID != Galaxy.ONLINE_PLANET_ID) { //Tell the planet that it has been visited Galaxy.instance.planetList[planetID].setVisited(true); if (Galaxy.instance.planetList[planetID].getType() == Planet.PlanetType.COLD) { Galaxy.instance.coldPlanetVisited = true; } if (Galaxy.instance.planetList[planetID].getType() == Planet.PlanetType.HOT) { Galaxy.instance.hotPlanetVisited = true; } if (Galaxy.instance.planetList[planetID].getType() == Planet.PlanetType.NEON) { Galaxy.instance.neonPlanetVisited = true; } } //Tell LateUpdate() that the game is "loading" isLoading = true; //Get the ui controller uic = GameObject.Find("UICanvas").GetComponent <UIControllerScript>(); if (uic.currentQuestId == 18) { if (GetDestinationPlanet().getType() == Planet.PlanetType.HOT) { uic.completeQuest(); } } uic.hideQuestPanel(); engageWarpDrive(); }
// Use this for initialization void Awake() { Time.timeScale = 1.0f; if (debug) { scenario = GameObject.Find("Remove").transform.GetChild(0).gameObject; } else { GameObject.Find("Remove").SetActive(false); scenario = Instantiate(Resources.Load("Scenarios/" + StaticData.scenario)) as GameObject; putTanks("Players", "Player", true); } playersCount = players.Count; putTanks("Bots", "Bot", false); botsCount = players.Count; uics = GetComponent <UIControllerScript> (); }
void Start() { uiScript = FindObjectOfType <UIControllerScript>(); for (int i = 0; i < Birds.Count; i++) { Birds[i].OnBirdDestroyed += ChangeBird; Birds[i].OnBirdShot += AssignTrail; } for (int i = 0; i < Enemies.Count; i++) { Enemies[i].OnEnemyDestroyed += CheckGameEnd; } TapCollider.enabled = false; SlingShooter.InitiateBird(Birds[0]); _shotBird = Birds[0]; }
// Use this for initialization void Awake() { if (debug) { map = GameObject.Find("Remove").transform.GetChild(0).gameObject; } else { GameObject.Find("Remove").SetActive(false); map = Instantiate(Resources.Load("Levels/" + StaticData.level)) as GameObject; } time = StaticData.time; player = GameObject.FindGameObjectWithTag("Player"); player.transform.position = map.transform.Find("Skeleton/InitialPoint").transform.position; uics = GetComponent <UIControllerScript> (); uics.Setup(); Time.timeScale = 1.0f; }
public static void AutenticaUsuario(string login, string senha) { Debug.Log("Verificando dados..."); UpdateId(); for (int i = 0; i <= id; i++) { if (login == PlayerPrefs.GetString("usuarioLogin" + i) && senha == PlayerPrefs.GetString("usuarioSenha" + i)) { UIControllerScript.AutenticaOK(); Debug.Log("Usuario Autenticado"); break; } else { Debug.Log("Login ou senha inválidos"); } } }
public void setJetpackLevel(int level) { jetpackLevel = level; Galaxy.instance.unlockPlanetByJetpackLevel(); GameObject canvasObject = GameObject.Find("UICanvas"); uic = null; if (canvasObject != null) { uic = canvasObject.GetComponent <UIControllerScript>(); } if (uic != null) { if (uic.currentQuestId == 17) { if (level > 0) { uic.completeQuest(); } } } }
/// <summary> /// Syncs the player inventory with the flowers in the player inventory home base panel /// </summary> private void PlayerInventorySync() { FlowerProperties fp = GameObject.Find("World").GetComponent <FlowerProperties>(); UIControllerScript uic = otherCanvas.GetComponent <UIControllerScript>(); //Now fill the other canvas and the UI inventory with the right items //Loop through the entire inventory for (int ii = 0; ii < fpc.inventorySize; ii++) { MenuSlot hInventoryItem = playerInventoryContainer.GetChild(ii).GetComponent <MenuSlot>(); Placeable slotPlaceable = uic.getInventoryDataAtSlot(ii); uint currentSlotID = 0; bool currentSlotIsFlower = false; if (slotPlaceable != null) { currentSlotID = slotPlaceable.id; currentSlotIsFlower = slotPlaceable.isFlower; } //If there's an item in the home base player inventory if (hInventoryItem.getItem() != null) { uic.inventoryClearSlot(ii); GameObject newObj; //Create a placeable based on the slot's id if (hInventoryItem.getItem().isFlower) { //Make a flower newObj = Instantiate(Resources.Load("Prefabs/FlowerPrefab", typeof(GameObject)) as GameObject); FlowerObj p = newObj.GetComponent <FlowerObj>(); p.id = hInventoryItem.getItem().id; int[] petal = new int[2] { fp.getPetalIndexFromIndex(p.id), fp.getPetalColorIndexFromIndex(p.id) }; int[] pistil = new int[2] { fp.getPistilIndexFromIndex(p.id), fp.getPistilColorIndexFromIndex(p.id) }; int[] leaf = new int[2] { fp.getLeafIndexFromIndex(p.id), fp.getLeafColorIndexFromIndex(p.id) }; int[] stem = new int[2] { fp.getStemIndexFromIndex(p.id), fp.getStemColorIndexFromIndex(p.id) }; int[] position = new int[2] { -1, -1 }; p.init(petal, stem, pistil, leaf, position, transform.root); p.alive = true; uic.setSlot(ii, p); uic.setSlotCount(ii, hInventoryItem.getItem().count); Destroy(newObj); } else { //Make a decoration newObj = Instantiate(fp.getDecorationObject(hInventoryItem.getItem().id)); Placeable p = newObj.GetComponent <Placeable>(); p.id = hInventoryItem.getItem().id; p.isFlower = hInventoryItem.getItem().isFlower; p.flowerGridPos = new int[2] { -1, -1 }; uic.setSlot(ii, p); uic.setSlotCount(ii, hInventoryItem.getItem().count); Destroy(newObj); } } else //If there's not an item in the home base player inventory slot { //Check to see if the player has an item in the inventory slot if (uic.getInventoryDataAtSlot(ii) != null) { //The player had an item in the slot but moved it to the home base //So clear the slot uic.inventoryClearSlot(ii); } } } }
private void Start() { Instance = this; }
void OnEnable() { UIControllerScript gui = _GUIController.GetComponent <UIControllerScript>(); gui.displayPuppetNameAndControlType(myName, controllerType, displayTime, fontSize); }
// Start is called before the first frame update void Start() { text = gameObject.GetComponent <Text>(); uiControllerScript = uiControllerObject.GetComponent <UIControllerScript>(); }