// Use this for initialization void Start() { GetComponent <InstructionsMenu>().SceneRequiresPlayer = false; // Full health PlayerScript.Instance.SetInitialHealth(); Spotlight.rotation = Quaternion.Euler(155, 100, 0); // Start animation /* * this.Delay(SceneStartDelay, () => * { * LightColumn.FadeAlpha(this, LightColumn.color.a, 0, 2f, false); * }); */ PlayerPosLeft = PlayerPositions.Find("Left").position; PlayerPosMiddle = PlayerPositions.Find("Middle").position; PlayerPosRight = PlayerPositions.Find("Right").position; Avatar.transform.position = PlayerPosMiddle; foreach (AuraLight light in LandScene.FindObjectsOfTypeAll <AuraLight>()) { light.enabled = true; //sometimes the lights just randomly disable for some reason } this.Delay(5, () => { PlayerRun(); }); this.Delay(15, () => { SpotlightMoving = false; }); }
new void Start() { base.Start(); GameManager.Instance.StopTimer(); instance = this; Invoke("DropCutters", DelayBeforeCutters); CutterInfo.SetActive(false); Phase2Objects.SetActive(false); LoseSound = GetComponent <AudioSource>(); CurrentPhase = 1; //Phase2Objects.SetActive(false); foreach (AuraLight light in FindObjectsOfTypeAll <AuraLight>()) { light.enabled = true; //sometimes the lights just randomly disable for some reason } GetComponentInChildren <ChildScript>().StartFollowing(PlayerScript.Instance.transform); PlayerScript.Instance.transform.rotation = Quaternion.identity; PlayerScript.Instance.transform.position = new Vector3(0, -2.65f, 1.62f); }
private void SetDifficulty() { DifficultySetting difficulty = difficultySettings[currentDifficulty]; switch (SceneManager.GetActiveScene().name) { case "WarScene": FindObjectOfType <WarScene>().CollectableLifeSeconds = difficulty.CollectableLifeSeconds; BombEmitter bombEmitter = FindObjectOfType <BombEmitter>(); bombEmitter.BombIntervalSeconds = difficulty.BombInterval; bombEmitter.BombDrag = difficulty.BombDrag; foreach (BombScript bomb in FindObjectsOfType <BombScript>()) { bomb.GetComponent <Rigidbody2D>().drag = difficulty.BombDrag; } break; case "SeaScene": SeaScene sea = FindObjectOfType <SeaScene>(); sea.StartingWaveStrength = difficulty.StartingWaveSize; sea.EndingWaveStrength = difficulty.EndingWaveSize; LandScene.FindObjectsOfTypeAll <EnemyGun>()[0].ShootDelay = difficulty.ShootDelay; break; case "LandScene": Searchlight light = LandScene.FindObjectsOfTypeAll <Searchlight>()[0]; //Find it even if it is disabled light.SweepSpeed = difficulty.SearchlightSpeed; light.FramesVisibleForLoss = difficulty.SearchlightTime; GuardScript guard = LandScene.FindObjectsOfTypeAll <GuardScript>()[0]; guard.FramesVisibleForLoss = difficulty.GuardTime; guard.WalkSpeed = difficulty.GuardSpeed; LandScene.FindObjectsOfTypeAll <FenceCut>()[0].CutSpeed = difficulty.CutFenceSpeed; break; default: Debug.Log("Can't change difficulty in this scene"); break; } ShowText(); DiffText.color = DifficultyTextColours[currentDifficulty]; switch (currentDifficulty) { case 0: DiffText.text = "E"; break; case 1: DiffText.text = "N"; break; case 2: DiffText.text = "H"; break; case 3: DiffText.text = "EX"; break; default: Debug.LogError("...What just happened?"); break; } }