Cerebrum™
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Cerebrum.GameManager Class Reference
Inheritance diagram for Cerebrum.GameManager:
Collaboration diagram for Cerebrum.GameManager:

Public Member Functions

void ExecuteScenario ()
 
override GameObject FindGameObject (string objName)
 
override IEnumerator CreateObject (string objPrefabName)
 
- Public Member Functions inherited from Cerebrum.MyGameManager
void dprint (string str)
 
virtual GameObject Create (string objPrefabName)
 
virtual IEnumerator CreateObject (string objPrefabName)
 
virtual void RemoveGameObject (string objName)
 
virtual GameObject FindGameObject (string objName)
 

Static Public Member Functions

static void StartScenario ()
 StartScenario is a public function that allows another script to start the scene's scenario (RoomGenerator starts this function once all room objects have finished spawning in).
 
static void ObjectCreated (GameObject createdGO)
 Object Created function called after Level Generator verifies that a dynamic object requested to be created by the Game Manager has finished spawning into the scene.
 
static GameObject FindThisObject (string objName)
 FindThisObject finds a single game object. Public function that should be used for object finding by other scripts, such as message handlers. Returns a reference to the game object searched for. Function first checks room object inventory managed by RoomGenerator, then searches by name if object not in room inventory. Returns null if object not found.
 
- Static Public Member Functions inherited from Cerebrum.MyGameManager
static GameObject FindInaciveGameObject (string objName)
 Find game object even if it is inactive.
 

Public Attributes

RoomGenerator RoomGenerator_instance
 
bool selfStart = false
 
- Public Attributes inherited from Cerebrum.MyGameManager
string scenarioPath ="Scenarios"
 
string[] ScenarioFiles
 
string currentFileName
 
int maxJumpsPerFrame = 10
 
float gameDelay = 0.0f
 
bool MyDebugLog = false
 
bool displayLastCommands = false
 
bool debugCommands =false
 
Text DebugDialogText
 
bool debugBox =false
 
float debugStatementsDelay = 0f
 
string DebugDialog
 
bool debugCanvas =false
 
bool debugCommandEntry =false
 
string[] debugCommandList
 
string Dialog2
 
string Dialog1
 
string Dialog
 
float DialogOffset = 0.8f
 
ExpressionParser ep
 
GameObject createdGameObject = null
 
Texture2D DialogTexture = null
 
Texture2D Dialog1Texture = null
 
Texture2D Dialog2Texture = null
 
RectOffset DialogPadding
 
RectOffset DialoguePadding
 
string tempCommand =""
 

Static Public Attributes

static GameManager instance = null
 
- Static Public Attributes inherited from Cerebrum.MyGameManager
static MyGameManager instance = null
 
static bool DebugLog = false
 

Protected Member Functions

override void Awake ()
 
override void Start ()
 Start function ensures that EventSystem and PhysicsRaycaster are both in scene so that IPointer events will function properly and user can click on objects in the scene. Also creates new Expression Parser object.
 
override bool processObjectsCommand (string objName, string command, string cparams, out string retString)
 processObjectsCommand processes commands meant for multiple objects. Supports ANY and ALL patterns. e.g.: Lights/ALL
 
GameObject[] FindGameObjects (string objName)
 
- Protected Member Functions inherited from Cerebrum.MyGameManager
bool CheckForDebugCanvas ()
 
virtual void Awake ()
 
virtual void Start ()
 
IEnumerator executeScenarioFiles (string[] fileNames)
 
virtual bool processObjectsCommand (string objName, string command, string cparams, out string retString)
 
bool processObjectCommand (GameObject go, string command, string cparams, out string retString)
 Send a GameObject command to appropriate GameObject(s)
 

Properties

GameObject gameObject [get, set]
 
AsyncOperationHandle< GameObject > handle [get, set]
 

Additional Inherited Members

- Static Protected Member Functions inherited from Cerebrum.MyGameManager
static GameObject[] FindGameObjects (string objName)
 
- Protected Attributes inherited from Cerebrum.MyGameManager
Dictionary< string, GameObject > gos = new Dictionary<string, GameObject>()
 
Dictionary< string, string > fullnames = new Dictionary<string, string>()
 
bool objectCreated = false
 
GameObject[] m_gameObjects
 

Member Function Documentation

◆ Awake()

override void Cerebrum.GameManager.Awake ( )
protectedvirtual

Reimplemented from Cerebrum.MyGameManager.

◆ CreateObject()

override IEnumerator Cerebrum.GameManager.CreateObject ( string  objPrefabName)
virtual

Reimplemented from Cerebrum.MyGameManager.

◆ ExecuteScenario()

void Cerebrum.GameManager.ExecuteScenario ( )
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◆ FindGameObject()

override GameObject Cerebrum.GameManager.FindGameObject ( string  objName)
virtual

Reimplemented from Cerebrum.MyGameManager.

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◆ FindGameObjects()

GameObject[] Cerebrum.GameManager.FindGameObjects ( string  objName)
protected
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◆ FindThisObject()

static GameObject Cerebrum.GameManager.FindThisObject ( string  objName)
static

FindThisObject finds a single game object. Public function that should be used for object finding by other scripts, such as message handlers. Returns a reference to the game object searched for. Function first checks room object inventory managed by RoomGenerator, then searches by name if object not in room inventory. Returns null if object not found.

◆ ObjectCreated()

static void Cerebrum.GameManager.ObjectCreated ( GameObject  createdGO)
static

Object Created function called after Level Generator verifies that a dynamic object requested to be created by the Game Manager has finished spawning into the scene.

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◆ processObjectsCommand()

override bool Cerebrum.GameManager.processObjectsCommand ( string  objName,
string  command,
string  cparams,
out string  retString 
)
protectedvirtual

processObjectsCommand processes commands meant for multiple objects. Supports ANY and ALL patterns. e.g.: Lights/ALL

Reimplemented from Cerebrum.MyGameManager.

◆ Start()

override void Cerebrum.GameManager.Start ( )
protectedvirtual

Start function ensures that EventSystem and PhysicsRaycaster are both in scene so that IPointer events will function properly and user can click on objects in the scene. Also creates new Expression Parser object.

Reimplemented from Cerebrum.MyGameManager.

◆ StartScenario()

static void Cerebrum.GameManager.StartScenario ( )
static

StartScenario is a public function that allows another script to start the scene's scenario (RoomGenerator starts this function once all room objects have finished spawning in).

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Member Data Documentation

◆ instance

GameManager Cerebrum.GameManager.instance = null
static

◆ RoomGenerator_instance

RoomGenerator Cerebrum.GameManager.RoomGenerator_instance

◆ selfStart

bool Cerebrum.GameManager.selfStart = false

Property Documentation

◆ gameObject

GameObject Cerebrum.GameManager.gameObject
getset

◆ handle

AsyncOperationHandle<GameObject> Cerebrum.GameManager.handle
getset

The documentation for this class was generated from the following file: