// Use this for initialization void Start() { Debug.Log("start Start"); // input GameObject inputgo = new GameObject("inputManager"); inputManager inputmgr = inputgo.AddComponent <inputManager>(); inputmgr.Init(); GameObject.DontDestroyOnLoad(inputgo); // ui GameObject uigo = new GameObject("uiManager"); uiManager uimgr = uigo.AddComponent <uiManager>(); uimgr.Init(); GameObject.DontDestroyOnLoad(uigo); // lua GameObject go = new GameObject("luaManager"); luaManager luamgr = go.AddComponent <luaManager>(); luamgr.Init(); GameObject.DontDestroyOnLoad(go); }
void Awake() { if (instance == null) { instance = this; } }
void Start() { GameObject gameController = GameObject.Find ("gameController"); iManager = gameController.GetComponent<inputManager> (); database = GameObject.Find ("stats").GetComponent<statsManager> (); myPlayer = iManager.getMyPlayer (); }
// Update is called once per frame void Update() { if (!_manager) { _manager = FindObjectOfType <inputManager>(); } }
// Use this for initialization void Start() { IM = GameObject.FindObjectOfType <inputManager>(); IM.UIelements.SetActive(false); IM.InventoryElements.SetActive(false); IM.InventoryButton.SetActive(false); EndAnim.SetActive(true); }
// Use this for initialization void Start() { FireClose = GameObject.FindGameObjectWithTag("OseSpecial").gameObject.GetComponent <SpriteRenderer>().sprite; //FireOpen = transform.FindDeepChild("Takka").gameObject.GetComponent<SpriteRenderer>().sprite; Pianokey.SetActive(false); IM = GameObject.FindObjectOfType <inputManager>(); }
//Methods private void Start() { boardManager = this.gameObject.GetComponent <boardManager>(); inputManager = this.gameObject.AddComponent <inputManager>(); animationManager = this.gameObject.AddComponent <animationManager>(); animationManager.GemFallingSpeed = boardManager.board.gemFallingSpeed; inputManager.AnimationManager = animationManager; }
private void ConfigureComponents() { boardManager = this.gameObject.GetComponent <boardManager>(); inputManager = this.gameObject.AddComponent <inputManager>(); animationManager = this.gameObject.AddComponent <animationManager>(); animationManager.GemFallingSpeed = boardManager.board.gemFallingSpeed; inputManager.AnimationManager = animationManager; countDownScript = GameObject.FindGameObjectWithTag("CountDownText").GetComponent <CountDownScript>(); }
void Awake() { if (instance != null) { return; } instance = this; }
private void getObjects() { IM = GetComponent <inputManager>(); rigidbody = GetComponent <Rigidbody>(); audio = GetComponent <engineAudio>(); wheelsmanager = GetComponent <wheelsManager>(); //charAnim = GameObject.FindGameObjectWithTag("char").GetComponent<Animator>(); wheels = wheelsmanager.wheels; wheelSlip = new float[wheels.Length]; rigidbody.centerOfMass = gameObject.transform.Find("centerOfMas").gameObject.transform.localPosition; audio.maxRPM = maxRPM; }
void Awake() { //singleton if (instance == null) { DontDestroyOnLoad(gameObject); instance = this; } else { Destroy(gameObject); return; } }
//public List<string> paintingsNames; //public int paintingNumber; //public int paintingNumberNew; void Start() { //itemsPaintings.AddRange(GameObject.FindGameObjectsWithTag("Paintings")); //paintingsTransforms.AddRange(GameObject.FindGameObjectsWithTag("PaintingsPosition")); //foreach (GameObject g in paintingsTransforms) { // if(paintingNumber > 0) { // paintingsNames.Add("Painting #" + (paintingNumber)); // paintingNumber -= 1; // } else { // break; // } //} IM = GameObject.FindObjectOfType <inputManager>(); }
// Use this for initialization void Start() { im = gameObject.GetComponent <inputManager>(); mainCamera = Camera.main; forward = new Vector3(mainCamera.transform.forward.x, mainCamera.transform.forward.y, mainCamera.transform.forward.z); forward.y = 0; forward.Normalize(); right = mainCamera.transform.right; right.Normalize(); }
void Start() { // This part is necessary for any spawned prefab // This will change to "gameController(Clone)" if we decide to instantiate the gameController GameObject gameController = GameObject.Find ("gameController"); iManager = gameController.GetComponent<inputManager> (); tManager = gameController.GetComponent<turnManager> (); SS = gameController.GetComponent<functionManager> (); dataBase = gameController.GetComponent<statsManager> (); myPlayer = this.gameObject; time=-1; turn=0; //actStack = new LinkedList<action>(); }
void initPlayer() { // This part is necessary for any spawned prefab // This will change to "gameController(Clone)" if we decide to instantiate the gameController GameObject gameController = GameObject.Find ("gameController"); iManager = gameController.GetComponent<inputManager> (); tManager = gameController.GetComponent<turnManager> (); SS = gameController.GetComponent<functionManager> (); database = GameObject.Find ("stats").GetComponent<statsManager> (); myPlayer = this.gameObject; energy = database.playerStartEnergy; exp.Add("momentum",0); exp.Add("explosive",0); exp.Add("particle",0); exp.Add("field",0); hasTech.Add("momentum",true); hasTech.Add("explosive",true); hasTech.Add("particle",false); hasTech.Add("field",false); techPanel.Add("momentum",GameObject.Find("momentumPanel")); techPanel.Add("explosive",GameObject.Find("explosivePanel")); techPanel.Add("particle",GameObject.Find("particlePanel")); techPanel.Add("field",GameObject.Find("fieldPanel")); time = -1; turn = 0; waitCount = 0; // This is not a permanent solution // But it sure ensure that all movements (espeacially ones involving collisions) // are done in a stepTime speed = 3 / database.stepTime; // Temp photonView = PhotonView.Get (this); // You have to add it as a component for the Update and Start methods to run // Pretty disturbing if you think about it... // All players start with blaster //print ("typeof:" + currWeapon.GetType().ToString ()); //distinguishes which player is to be controlled if (photonView.isMine) { iManager.setMyPlayer (this); playerIndex = 0; playerMenu = GameObject.Find("currentWeaponMenu").GetComponent<playerWpnMenu>(); playerMenu.setMyPlayer(this); // Add blaster as starting weapon addWeapon (0); setWeapon (0); GameObject.Find ("player1Energy").GetComponent<Text> ().text = PhotonNetwork.player.name + ": " + this.energy.ToString (); GameObject.Find("Main Camera").GetComponent<cameraMovement>().setPlayer(this.gameObject); } else { playerIndex = 1; // The other player gets a different database for its set of weapons (they are different instances) database = Instantiate(database); playerMenu = GameObject.Find("oppoentWeaponMenu").GetComponent<playerWpnMenu>(); playerMenu.setMyPlayer(this); GameObject.Find ("player2Energy").GetComponent<Text>().text = PhotonNetwork.otherPlayers[0].name + ": " + this.energy.ToString(); } }
void Start() { buildBtn = this.gameObject.GetComponentInChildren<Button> (); database = GameObject.Find ("stats").GetComponent<statsManager> (); iManager = GameObject.Find ("gameController").GetComponent<inputManager> (); }
//do lights in here private void Start() { if(gameObject.tag == "AI")return; controller = GetComponent<controller>(); IM = GetComponent<inputManager>(); }
private void Awake() { _in = GetComponent <inputManager>(); dashTimer = 0f; }
void Start() { IM = GameObject.FindObjectOfType <inputManager>(); cursorNormal = IM.cursNormal; }
void Start() { // This part is necessary for any spawned prefab // This will change to "gameController(Clone)" if we decide to instantiate the gameController GameObject gameController = GameObject.Find ("gameController"); iManager = gameController.GetComponent<inputManager> (); //tManager = gameController.GetComponent<turnManager> (); SS = gameController.GetComponent<functionManager> (); dataBase = gameController.GetComponent<statsManager> (); rend = GetComponent<Renderer>(); }
// Use this for initialization void Awake() { //sloppy instance = this; playerArray = new List <Monkey> (); }
void Start() { inputM = GetComponent <inputManager>(); SidewaysFriction = ForwardFriction = Friction; findComponents(); }
// Use this for initialization void Start() { IM = FindObjectOfType <inputManager>(); }
// Use this for initialization void Start() { playerNav = GameObject.Find("Protoplayer").GetComponent <NavMeshAgent>(); IM = GameObject.FindObjectOfType <inputManager>(); }
void Start() { photonView = GetComponent<PhotonView> (); // This part is necessary for any spawned prefab // This will change to "gameController(Clone)" if we decide to instantiate the gameController GameObject gameController = GameObject.Find ("gameController"); iManager = gameController.GetComponent<inputManager> (); tManager = gameController.GetComponent<turnManager> (); SS = gameController.GetComponent<functionManager> (); //dataBase = gameController.GetComponent<statsManager> (); // Photon stuff PhotonNetwork.logLevel = PhotonLogLevel.Full; PhotonNetwork.ConnectUsingSettings ("0.2"); StartCoroutine ("UpdateConnectionString"); PhotonNetwork.autoJoinLobby = true; }
// Use this for initialization void Start() { IM = GameObject.FindObjectOfType <inputManager>(); GlobeNote.SetActive(false); }
void Start() { // This part is necessary for any spawned prefab // This will change to "gameController(Clone)" if we decide to instantiate the gameController GameObject gameController = GameObject.Find ("gameController"); iManager = gameController.GetComponent<inputManager> (); time = -1; turn = 0; clockCoroutine = clock (); // A test of one of the most complicated situations /* Vector2[] testEndPos = new Vector2[2]; Vector2[] testV = new Vector2[2]; testEndPos[0] = new Vector2(0,0); testEndPos[1] = new Vector2(0,0); testV[0] = new Vector2(1,0); testV[1] = new Vector2(0,1); List<Vector2>[] result = new List<Vector2>[2]; result = calculateCollision(testEndPos,testV); for (int i=0; i<2; i++) { print ("Player"+i.ToString()); for (int j=0;j<result[i].Count;j++){ print (result[i][j]); } } */ }