Example #1
0
    // Use this for initialization
    void Awake()
    {
        //enforce MenuGM singleton status.
        if (instance == null)
        {
            instance = this;                                    //if there's no game mgr yet, this is the one
        }
        else if (instance != this)
        {
            Destroy(gameObject);                        //if there is, and it's not us, scrub.
        }
        //do setup
        //kludgy way to show counter stickers with no counter - they come up blank digits
        counterShoes = (GameObject)Instantiate(CounterPrefab, new Vector3(transform.position.x - 3.4f, transform.position.y + 0.7f, transform.position.z - 0.2f), Quaternion.identity);
        counterShoesScriptInstance = (CounterScript)counterShoes.GetComponent(typeof(CounterScript));
        counterShoesScriptInstance.setSticker(1, 0.599f, -0.886f);

        counterScore = (GameObject)Instantiate(CounterPrefab, new Vector3(transform.position.x - 3.4f, transform.position.y + 2.0f, transform.position.z - 0.2f), Quaternion.identity);
        counterScoreScriptInstance = (CounterScript)counterScore.GetComponent(typeof(CounterScript));
        counterScoreScriptInstance.setSticker(0, -0.028f, -0.609f);

        //if on mobile, set up explicit buttons for fire and exit
                #if (UNITY_ANDROID || UNITY_IPHONE)
        droidButtonsClone = (GameObject)Instantiate(DroidButtonsPrefab, new Vector3(0.0f, 0.0f, -1.0f), Quaternion.identity);
        //fireButtonBounds = droidButtonsClone.transform.Find("Fire").gameObject.GetComponent<SpriteRenderer>().bounds;
        //exitButtonBounds = droidButtonsClone.transform.Find("Exit").gameObject.GetComponent<SpriteRenderer>().bounds;
        exitCollider = droidButtonsClone.transform.Find("Exit").gameObject.GetComponent <Collider2D>();
        fireCollider = droidButtonsClone.transform.Find("Fire").gameObject.GetComponent <Collider2D>();
                #endif
    }
Example #2
0
 void StartGame()
 {
     //I'm assuming this destroys everything including Instance - is it so? I don't think so. See if this helps
     instance = null;
     UnityEngine.SceneManagement.SceneManager.LoadScene("MainScene");
 }