void Start() { if (SelectMode.Instance.isthereP2 == false) { this.GetComponent <Animator>().runtimeAnimatorController = Resources.Load("Animation/AI Animation Controller") as RuntimeAnimatorController; difficultyLevel = Setting.Get_DifficultyLevel(); ResetTime(); StartCoroutine("LoseTime"); } }
// Start is called before the first frame update void Start() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(this.gameObject); } PlayerIsDead = false; PlayerWon = false; StartCoroutine("StartAttackStages"); WinLostMenu.SetActive(false); Paused = false; Time.timeScale = 1.0f; difficultyLevel = Setting.Get_DifficultyLevel(); DifficultyText.text = difficultyLevel.ToString(); }
void SetOptionsUI() { GameSetting.DifficultyLevel difficultyLevel = Setting.Get_DifficultyLevel(); switch (difficultyLevel) { case GameSetting.DifficultyLevel.Easy: EasyToggle.isOn = true; break; case GameSetting.DifficultyLevel.Normal: NormalToggle.isOn = true; break; case GameSetting.DifficultyLevel.Hard: HardToggle.isOn = true; break; default: break; } }
void SetOptionsUI() { GameSetting.DifficultyLevel difficultyLevel = Setting.Get_DifficultyLevel(); switch (difficultyLevel) { case GameSetting.DifficultyLevel.Easy: EasyToggle.isOn = true; break; case GameSetting.DifficultyLevel.Normal: NormalToggle.isOn = true; break; case GameSetting.DifficultyLevel.Hard: HardToggle.isOn = true; break; default: break; } MusicSlider.value = Setting.GetMusicLevel(); SoundFxSlider.value = Setting.GetSoundFxLevel(); }