void Start()
 {
     Timer = SpawnTimer;
     //disables all menus needed not needed at start
     ExitMenu.enabled       = false;
     MainGUI.enabled        = false;
     InGameExitMenu.enabled = false;
     GameOverGUI.enabled    = false;
     DirectionsGUI.enabled  = false;
     //disables all objects not needed at start
     Player.SetActive(false);
     Apple1.SetActive(false);
     Apple2.SetActive(false);
     Apple3.SetActive(false);
     QuitYes.SetActive(false);
     //sets game score to 0
     GameScore = 0;
     // recalls high score info for display at start screen
     HighScore1.text = "HighScore: " + PlayerPrefs.GetString("HighScoreName").ToString() + " - " + ((int)PlayerPrefs.GetFloat("HighScore")).ToString();
 }
    void Start()
    {
        Apple3 myApple = new Apple3();

        //Notice that the Apple version of the methods
        //override the fruit versions. Also notice that
        //since the Apple versions call the Fruit version with
        //the "base" keyword, both are called.
        myApple.SayHello();
        myApple.Chop();

        //Overriding is also useful in a polymorphic situation.
        //Since the methods of the Fruit class are "virtual" and
        //the methods of the Apple class are "override", when we
        //upcast an Apple into a Fruit, the Apple version of the
        //Methods are used.
        Fruit3 myFruit = new Apple3();

        myFruit.SayHello();
        myFruit.Chop();
    }
 public void StartGame()
 {
     // resets till death count just in case
     TillDeath = 3;
     // calls player high score from previous game to be displayed on player gui
     HighScore.text = "HighScore: " + PlayerPrefs.GetString("HighScoreName").ToString() + " - " + ((int)PlayerPrefs.GetFloat("HighScore")).ToString();
     // start game bool toggle
     GameStart = !GameStart;
     //Makes the start menu go away
     StartGUI.enabled = false;
     MainGUI.enabled  = true;
     //locks the cursor to the game window...or supposed to...havent tested this as i have not tried a build yet.
     Cursor.lockState = CursorLockMode.Confined;
     //hides the cursor so we dont have to look at its ugly self :-)
     Cursor.visible = false;
     // enables the player and his/her/it's lives
     Player.SetActive(true);
     Apple1.SetActive(true);
     Apple2.SetActive(true);
     Apple3.SetActive(true);
 }