// Use this for initialization void Awake() { if (GameSettings.SOLO) { objTimer.SetActive(false); } scrTimer = objTimer.GetComponent <TimerUI>(); GameInfoDrag.SetNewRound(); scrPrWPreTop = previewWordObjTop.GetComponent <PreviewWordPrefab>(); scrPrWPreBot = previewWordObjBot.GetComponent <PreviewWordPrefab>(); whatSortText1 = whatSortObj1.GetComponent <Text>(); whatSortText2 = whatSortObj2.GetComponent <Text>(); if (GameInfoDrag.currentRoundTimeLeft != 0) { timeToNextGame = (long)GameInfoDrag.currentRoundTimeLeft; GameInfoDrag.currentRoundTimeLeft = 0; } else { timeToNextGame = GameInfoDrag.info.round_duration_ms; } }
// Use this for initialization void Awake() { objTimer.SetActive(false); GameInfoDrag.SetRoundStartInfo(GameInfoCollocation.currentGame.currentGameData, false); GameInfoDrag.currentRound = 0; GameInfoDrag.SetNewRound(); scrPrWPreTop = previewWordObjTop.GetComponent <PreviewWordPrefab>(); scrPrWPreBot = previewWordObjBot.GetComponent <PreviewWordPrefab>(); whatSortText1 = whatSortObj1.GetComponent <Text>(); whatSortText2 = whatSortObj2.GetComponent <Text>(); }