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); }
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); }
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; }
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); }