/// <summary> /// Set useful references from the level Manager, called when instantiating a new level into the scene. /// </summary> /// <param name="zoom"></param> /// <param name="follow"></param> /// <param name="ui"></param> public void SetReferences(CamZoom zoom, ObjectFollow follow, LevelUiManager uiMng) { camZoom = zoom; camFollow = follow; ui = uiMng; gameState.Initialize(levelParameters, camZoom, this, camFollow, ui, blinkManager); }
/// <summary> /// Initialize severals attributes without creating a new instance of GameState. /// </summary> /// <param name="param">The level parameters, they won't change during play time.</param> /// <param name="cam">Allow several camera effects.</param> /// <param name="manager">Reference to the GameManager.</param> /// <param name="input">Input Type. 0 if Mouse, 1 if touch. </param> public void Initialize(LevelParameters param, CamZoom cam, GameManager manager, ObjectFollow camFoll, LevelUiManager ui, BlinkManager blinkMng) { CamFollow = camFoll; parameters = param; camZoom = cam; gameManager = manager; UiManager = ui; BlinkManager = blinkMng; Debug.Log("Game state successfully referenced level " + manager.name + " has manager "); }
public void SaveUtility(CamZoom zoom, LevelUiManager uiMng, ObjectFollow flw) { camZoom = zoom; ui = uiMng; camFollow = flw; }