sea-battle-vr/Assets/Scripts/Gameplay/GameplayBootstrap.cs
2026-05-14 14:13:52 +03:00

58 lines
1.7 KiB
C#

using UnityEngine;
public class GameplayBootstrap : MonoBehaviour
{
[SerializeField] private Transform CameraPosition;
[SerializeField] private EnemySpawner Spawner;
[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;
private void Awake()
{
if (!BootstrapperState.MainBootstraped)
{
SceneLoader.LoadScene("Bootstrap");
return;
}
GameplayManager.PlayerTransform = PlayerTransform;
G.Initialize(PlayerTransform.GetComponent<Player>(), PlayerHealth, Spawner.EnemyPrefabs);
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;
Spawner.Initialize();
RankSystem.Initialize();
endgameAnimations.Init();
endgameAnimations1.Init();
}
}