// Use this for initialization void Start () { him = HandInputManager.Instance; him.rightHandPositionDetected += new RightHandPositionDetectedEventHandler(onRightHandPositionDetected); style.fontSize = 30; style.fontStyle = FontStyle.Bold; style.normal.textColor = Color.red; i_maxHealthPoints = GlobalVariables.I_MAX_HEALTH_POINTS; i_healthPoints = i_maxHealthPoints; hearts = new GameObject[i_maxHealthPoints/2]; initHearts (); }
// Use this for initialization void Start () { // collider = GetComponent<BoxCollider2D> (); // collider.size = new Vector2 (Screen.width, Screen.height); birdsfactory = BirdsFactory.Instance; guiManager = GUIManager.Instance; handInputManager = HandInputManager.Instance; audioManager = AudioManager.Instance; birdsfactory.produceBirds(f_speedAdd, 1); handInputManager.handMotionDetected += new HandMotionDetectedEventHandler (onHandMotionDetected); i_healthPoints = GlobalVariables.I_MAX_HEALTH_POINTS; }
void Awake() { GO_KINECT_PREFAB = go_KinectPrefab; GO_GUI_MANAGER = go_guiManager; GO_HAND_INPUT_MANAGER = go_handInputManager; GO_AUDIO_MANAGER = go_audioManager; GO_BIRD = go_bird; GO_BIRDS_FACTORY = go_birdsFactory; I_DEPTH_PRODUCE_BIRD = i_depthProduceBird; F_MAX_SPEED_BIRD_AXIS_Z = f_maxSpeedBirdAxisZ; I_MAX_HEALTH_POINTS = i_maxHealthPoints; }
private void Awake() { if (Instance != null) { Debug.LogError("There is multiple instance of singleton GameManager"); return; } Instance = this; sw = SkeletonWrapper.Instance; him = HandInputManager.Instance; bim = BodyInputManager.Instance; gameMode = GlobalVariables.gameMode; TargetScore = targetScore; TargetDamage = targetDamage; TargetBonusScore = bonusTargetScore; TargetBonusTime = bonusTargetTime; TargetBonusLife = bonusTargetLife; SetupUI(); }
private void Awake() { if (Instance != null) { Debug.LogError("There is multiple instance of singleton GameManager"); return; } Instance = this; sw = SkeletonWrapper.Instance; him = HandInputManager.Instance; bim = BodyInputManager.Instance; gameMode = GlobalVariables.gameMode; TargetScore = targetScore; TargetDamage = targetDamage; TargetBonusScore = bonusTargetScore; TargetBonusTime = bonusTargetTime; TargetBonusLife = bonusTargetLife; SetupUI (); }
void Awake() { GO_KINECT_PREFAB = kinectPrefab; GO_HAND_INPUT_MANAGER = handInputManager; GO_BODY_INPUT_MANAGER = bodyInputManager; }
void Awake() { sw = SkeletonWrapper.Instance; him = HandInputManager.Instance; }