private void Start() { StartCoroutine(Flow()); CursorLockManager.ReleaseMouse(this); RenderSettings.fog = false; TimerController.Faild += () => { StartCoroutine(WhenHeFailsBigTime()); }; RandomProblem = Random.Range(0, ProblemsTriggers.Count); CurrentProblemTrigger = Instantiate(ProblemsTriggers[RandomProblem].ProblemTrigger).gameObject; ProblemsTriggers[RandomProblem].ProblemParticleSystem.Play(); FixedProblem = false; }
public override void StartGame() { CursorLockManager.UseMouse(this); TimeStarted = Time.time; for (int y = 0; y < 3; y++) { for (int x = 0; x < 3; x++) { Fires[x, y] = Instantiate(FirePrefab, FiredGrid).GetComponent <WhackAFireFire>(); Fires[x, y].SetReferences(BigFire, MediumFire, SmallFire, this); } } }
public override void EndGame() { GameManger.Instance.ProblemsTriggers[GameManger.Instance.RandomProblem].ProblemParticleSystem.Stop(); GameManger.Instance.TimerController.StopCoroutine(GameManger.Instance.TimerController.ClocksTicking()); GameManger.Instance.FixedProblem = true; GameManger.Instance.ProblemFixedTextShower(); GameManger.Instance.TimerController.StopTimer(); GameManger.Instance.CurrentProblemTrigger.gameObject.SetActive(false); MinigameStarted = false; GameManger.Instance.CashManager.AddMoney((int)(GameManger.Instance.TimerController.TimePassed * 100)); Destroy(gameObject); CursorLockManager.ReleaseMouse(this); base.EndGame(); }
void Start() { instance = this; UnlockCursor(); }
private void Start() { StartGame(); CursorLockManager.UseMouse(this); }
public override void StartGame() { CursorLockManager.UseMouse(this); }