using System.Collections.Generic; using UnityEngine; public class GameplayBootstrap : MonoBehaviour { [SerializeField] private Transform CameraPosition; [SerializeField] private List Spawners; [SerializeField] private Transform PlayerTransform; [SerializeField] private Health PlayerHealth; [Header("UI")] [SerializeField] private Canvas ScreenCanvas; [SerializeField] private Canvas VrCanvas; [SerializeField] private ScreenUI ScreenUI; [SerializeField] private VrUI vrUI; [SerializeField] private RankSystem RankSystem; [SerializeField] private EndgameAnimationsStarter endgameAnimations; [SerializeField] private EndgameAnimationsStarter endgameAnimations1; [SerializeField] private CameraShaker cameraShaker; //test public BezierRunner box; public BezierWay way; private void Awake() { if (!BootstrapperState.MainBootstraped) { SceneLoader.LoadScene("Bootstrap"); return; } GameplayManager.PlayerTransform = PlayerTransform; G.Initialize(PlayerTransform.GetComponent(), PlayerHealth, Spawners, cameraShaker); ScreenUI.Initialize(); vrUI.Initialize(); ScreenCanvas.worldCamera = CamerasManager.Screen_Camera; ScreenCanvas.planeDistance = 1.5f; ScreenCanvas.updateRectTransformForStandalone = StandaloneRenderResize.Disabled; VrCanvas.worldCamera = CamerasManager.VR_Camera; VrCanvas.planeDistance = 1f; VrCanvas.updateRectTransformForStandalone = StandaloneRenderResize.Enabled; CamerasManager.CamerasPivot.position = CameraPosition.position; CamerasManager.CamerasPivot.rotation = CameraPosition.rotation; foreach (var s in Spawners) s.Initialize(); RankSystem.Initialize(); endgameAnimations.Init(); endgameAnimations1.Init(); } }