Beispiel #1
0
        // Use this for initialization
        void Start()
        {
            mapdynamicloading = transform.GetComponent <MapDynamicLoading> ();
            state             = mapStates.WaitforReset;

            SecondsOfWaitReset    = mapdynamicloading.originTimeToReset;
            timeOfReset           = mapdynamicloading.originTimeToReset;
            SecondsOfWaitCollapse = mapdynamicloading.originTimeToCollapse;
            timeOfCollapse        = mapdynamicloading.originTimeToReset + mapdynamicloading.originTimeToCollapse;
            SecondsOfCollapse     = mapdynamicloading.originTimeToCFinish;
            timeOfFinishCollapse  = mapdynamicloading.originTimeToReset + mapdynamicloading.originTimeToCollapse + mapdynamicloading.originTimeToCFinish;
        }
Beispiel #2
0
		// Use this for initialization
		void Start () {
            state = mapStates.WaitforReset;
            combineMesh = gameObject_map.GetComponent<CombineMesh>();
            mapdynamicloading = gameObject_map.GetComponent<MapDynamicLoading>();
            eachChunckSize = combineMesh.ChunkSize;

            SecondsOfWaitReset = mapdynamicloading.originTimeToReset;
            timeOfReset = mapdynamicloading.originTimeToReset;
            SecondsOfWaitCollapse = mapdynamicloading.originTimeToCollapse;
            timeOfCollapse = mapdynamicloading.originTimeToReset + mapdynamicloading.originTimeToCollapse;
            SecondsOfCollapse = mapdynamicloading.originTimeToCFinish;
            timeOfFinishCollapse = mapdynamicloading.originTimeToReset + mapdynamicloading.originTimeToCollapse + mapdynamicloading.originTimeToCFinish;

            circle_green.SetActive(false);
            circle_red.SetActive(false);
            GameOver.SetActive(false);
        }