void Start() { gamePlayReadyStartAnimator = GameObject.FindWithTag("GamePlayController").GetComponent <GamePlayReadyStartAnimator>(); gameController = GameObject.FindWithTag("GamePlayController").GetComponent <GamePlayController>(); modifier = 1f - (float)PlayerPrefs.GetInt("coatLevel") / maxCoatModifierLevel; modifier *= 1f + (((float)PlayerPrefs.GetInt("neighborhoodChosenFromMap") * 1.1f) / maxCoatModifierLevel); modifier *= 0.5f; freezeTimer.value = 0; }
void Start() { Player.SetActive(true); gameplayMenus = gameObject.GetComponent <GameplayMenus>(); gameplayMenus.hideMenusForGameStart(); // when restarting the level we need to make sure the game is not paused gamePaused = false; // get information from PlayerPrefs levelChosenFromMap = PlayerPrefs.GetInt("levelChosenFromMap"); neighborhoodChosenFromMap = PlayerPrefs.GetInt("neighborhoodChosenFromMap"); shovelLevel = PlayerPrefs.GetInt("shovelLevel"); money = PlayerPrefs.GetInt("money"); // calculate how the level should act difficultyLevel = levelChosenFromMap * neighborhoodChosenFromMap; numberOfRowsOnThisLevel = baseNumberOfRows + neighborhoodChosenFromMap; tileOriginalScale = SnowMove.transform.localScale; freezeTimerController = GameObject.FindWithTag("GamePlayController").GetComponent <FreezeTimerController>(); freezeTimerController.ResetTimer(); gamePlayReadyStartAnimator = GameObject.FindWithTag("GamePlayController").GetComponent <GamePlayReadyStartAnimator>(); musicManager = GameObject.FindWithTag("GamePlayController").GetComponent <MusicManager>(); // display the Ready/Start at the beginning of the level gamePlayReadyStartAnimator.StartAnimation(); Vector3 arrowsStartingPoint = new Vector3(-2.5f, 0.5f, 2.5f); float spaceBetweenEachArrow = 1.9f; int arrowsPerRow = 6; int numberOfRows = 3; for (int i = 0; i < numberOfRows; i++) { for (int j = 0; j < arrowsPerRow; j++) { swipesToClearThisTileArrows.Add( Instantiate( arrowPrefab, new Vector3( arrowsStartingPoint.x + spaceBetweenEachArrow * (float)j, arrowsStartingPoint.y, arrowsStartingPoint.z - spaceBetweenEachArrow * (float)i ), Quaternion.Euler(new Vector3(90f, 0f, 0f)) ) ); } } buildSwipes(); freezeTimerController.UnPauseTimer(); }