示例#1
0
 void Awake()
 {
     gameManager           = FindObjectOfType <GameManager>();
     worldChanger          = FindObjectOfType <WorldChanger>();
     rTransform            = GetComponent <RectTransform>();
     button                = GetComponent <UnityEngine.UI.Button>();
     rTransform.localScale = new Vector3(0, 0, 1);
 }
示例#2
0
        private void OnEnable()
        {
            //  CHAD's STUFF
            worldChanger       = FindObjectOfType <WorldChanger>();
            mainMenuController = FindObjectOfType <MainMenuController>();

            if (fromCamera != null)
            {
                currentEffect = fromCamera.GetComponentInChildren <CameraTransitionBase>();
                if (currentEffect == null)
                {
                    UpdateEffect(transition);
                }
            }

            if (renderTextureMode == RenderTextureModes.Automatic)
            {
                CreateRenderTexture();
            }
        }
示例#3
0
    //  Coroutine that handles respawning in timely manner
    private IEnumerator CoRespawn()
    {
        //  Async scene loading so loading time is lower.
        async = SceneManager.LoadSceneAsync(1, LoadSceneMode.Single);
        async.allowSceneActivation = false;

        WorldChanger worldChanger = FindObjectOfType <WorldChanger>();

        //  Stop player controlling
        PlayerController playerController = FindObjectOfType <PlayerController>();

        playerController.isControllable = false;
        playerController.animator.SetFloat(PlayerController.xVelocityHash, 0);
        playerController.velocity.x = 0;

        TransitionCameraExit();

        yield return(new WaitForSeconds(worldChanger.MainCamera.GetComponent <ProCamera2DTransitionsFX>().DurationExit));

        //  Load in scene when its allowed
        async.allowSceneActivation = true;
        //SceneManager.LoadScene(1, LoadSceneMode.Single);
    }
示例#4
0
 // Use this for initialization
 void Awake()
 {
     worldChanger = FindObjectOfType <WorldChanger>();
 }
示例#5
0
 void Awake()
 {
     rigidBody    = GetComponent <Rigidbody>();
     boxColl      = GetComponent <BoxCollider>();
     worldChanger = FindObjectOfType <WorldChanger>();
 }
示例#6
0
 void Awake()
 {
     //  Find and assign references
     worldChanger  = FindObjectOfType <WorldChanger>();
     colorAssigner = GetComponent <ColorAssigner>();
 }