void Start()
 {
     settings = ArcadeGameManager.instance;
     ResetLights();
     InvokeRepeating("ChangeTrafficRight", Random.Range(0, settings.sceneSettings.trafficLightsWaitTime), settings.sceneSettings.trafficLightsWaitTime / 2);
     InvokeRepeating("ChangeTrafficLeft", Random.Range(0, settings.sceneSettings.trafficLightsWaitTime), settings.sceneSettings.trafficLightsWaitTime / 2);
 }
Beispiel #2
0
    void Start()
    {
        // initialize
        gameManager = ArcadeGameManager.instance;

        builderPool = new List <ISceneBlockBuilder>();
        scene       = GameObject.Find(gameManager.sceneSettings.sceneObjectsNodeName).transform;

        // sets pointer to initial state
        float pointerx = gameManager.GameLeftBoundary;
        float pointery = gameManager.sceneSettings.defaultGenerationPositionY;
        float pointerz = gameManager.sceneSettings.defaultGenerationPositionZ;

        pointer = new Vector3(pointerx, pointery, pointerz);

        // adds premade builder strategies to the pool
        ISceneBlockBuilder road     = new SceneRowBuilderRoad(pfRoad, pfRoadOffset, pfCrosswalk);
        ISceneBlockBuilder avenue   = new SceneRowBuilderRoadAvenue(pfRoadAvenue, pfRoadAvenueOffset, pfRoadAvenueCrossroad);
        ISceneBlockBuilder grass    = new SceneRowBuilderRandomBuilding(pfBuildings, pfGrassOffset);
        ISceneBlockBuilder railroad = new SceneRowBuilderRailroad(pfRailroad, pfRailroadPassage);

        builderPool.Add(road);
        builderPool.Add(avenue);
        builderPool.Add(grass);
        builderPool.Add(railroad);

        BuildScene();

        InvokeRepeating("RecycleSceneObjects", 0, 5);
    }
Beispiel #3
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 void Start()
 {
     target     = transform.position;
     previousZ  = transform.position.z;
     settings   = ArcadeGameManager.instance;
     anim       = GetComponent <Animator>();
     anim.speed = 0.5f;
 }
	void Awake()
	{
		if (instance == null)
			instance = this;
		else if (instance != this)
			Destroy(gameObject);    

		DontDestroyOnLoad(gameObject);
	}
 void Start()
 {
     gameManager = GameObject.Find("ArcadeGameManager").GetComponent<ArcadeGameManager>();
     isGenNewRow = false;
     if (transform.position.y == 4.49f)
         canCall = true;
     else if (transform.position.y == 7.2f)
         canCall = true;
     else
         canCall = false;
 }
    void Start()
    {
        blinkCounter = 0;
        settings     = ArcadeGameManager.instance;
        train        = (GameObject)Instantiate(pfTrain);
        train.SetActive(false);
        redLight.SetActive(false);
        greenLight.SetActive(true);

        InvokeRepeating("SpawnTrain", 0, settings.vehicleSettings.trainSpawnTime);
    }
    void Start()
    {
        // Gets singleton
        settings = ArcadeGameManager.instance;

        levelParent = GameObject.Find(settings.sceneSettings.sceneObjectsNodeName).transform;

        // Sets pointer to initial state
        float pointerx = settings.GameLeftBoundary;
        float pointery = settings.sceneSettings.defaultGenerationPositionY;
        float pointerz = settings.sceneSettings.defaultGenerationPositionZ;

        pointer = new Vector3(pointerx, pointery, pointerz);

        /*
         * GenerateStaticSceneObjectLine(SceneStaticObjectType.Sidewalk);
         * GenerateStaticSceneObjectLine(SceneStaticObjectType.Road);
         * GenerateStaticSceneObjectLine(SceneStaticObjectType.Sidewalk);
         */
    }
 void Awake()
 {
     settings = ArcadeGameManager.instance;
     brake    = settings.vehicleSettings.defaultVehicleBrakeForce;
 }
 void Start()
 {
     gameManager = ArcadeGameManager.instance;
 }
Beispiel #10
0
 void Start()
 {
     cameraPosition = transform.position;
     settings       = ArcadeGameManager.instance;
 }
 void Start()
 {
     settings = ArcadeGameManager.instance;
     roads    = new List <float>();
     InvokeRepeating("Process", 0, 5);
 }
 // Use this for initialization
 void Start()
 {
     settings        = ArcadeGameManager.instance;
     vehiclesOnLanes = new List <GameObject>();
     InvokeRepeating("SpawnEnemy", 0, settings.vehicleSettings.vehicleSpawnFrequency);
 }