// Start is called before the first frame update
    void Start()
    {
        this.scTimer = lgc.GetComponentScriptInGameObject <ScTimer>(CsNormalLevelDesignOfTimer.GAMEOBJECTS_TIMER);

        this.fadeInCoroutine  = FadeIn();
        this.fadeOutCoroutine = FadeOut();
        this.fadeSpeed        = 0.75f;

        StartCoroutine(fadeInCoroutine);
        SceneManager.sceneLoaded += FadeInStart;

        this.scOprPlyer = lgc.GetComponentScriptInGameObject <ScOperationPlayer>(CsNormalLevelDesignOfBall.GAMEOBJECTS_SP_BALL);
    }
 // Start is called before the first frame update
 void Start()
 {
     this.scWrpScn   = lgc.GetComponentScriptInGameObject <ScWarpScences>(CsNormalLevelDesignOfCommon.GAMEOBJECTS_MANAGE_OBJECT);
     this.scOprPlyer = lgc.GetComponentScriptInGameObject <ScOperationPlayer>(CsNormalLevelDesignOfBall.GAMEOBJECTS_SP_BALL);
     this.scTimer    = lgc.GetComponentScriptInGameObject <ScTimer>(CsNormalLevelDesignOfTimer.GAMEOBJECTS_TIMER);
 }
Example #3
0
 // Start is called before the first frame update
 void Start()
 {
     this.scWrpScn    = lgc.GetComponentScriptInGameObject <ScWarpScences>(CsNormalLevelDesignOfCommon.GAMEOBJECTS_MANAGE_OBJECT);
     this.keyPushFlag = false;
 }