// Use this for initialization void Start() { // Use settings if it was set and loaded from Menu if (Settings.isSet) { enablePattern = Settings.togglePattern; enableNback = Settings.toggleNback; enableMultiObject = Settings.toggleMultiObj; } // Set game modes gameModes = new List <GameModes> (); if (enablePattern) { gameModes.Add(GameModes.Pattern); } if (enableNback) { gameModes.Add(GameModes.Nback); } if (enableMultiObject) { gameModes.Add(GameModes.Multiobj); } patternGame = FindObjectOfType(typeof(PatternLevelManager)) as PatternLevelManager; multiObjGame = FindObjectOfType(typeof(MultiObjGameManager)) as MultiObjGameManager; nbackGame = FindObjectOfType(typeof(NbackGameManager)) as NbackGameManager; player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player> (); // Start each game if enabled // Note: Disable/Enable of Pattern and Nback currently done // by disabling their generators in TerrainGenerator.cs, should be here if (!enableNback) { StartCoroutine("GameTimeWait", 4f); } else { player.canJump = true; player.canRun = true; player.canDoubleJump = true; player.GetComponent <Animator>().SetInteger("PlayerState", 1); if (enablePattern) { patternGame.StartPatternGame(); } if (enableMultiObject) { multiObjGame.startLevel(); } } //StartCoroutine("GameTimeWait",4f); }
// Use this for initialization void Start() { patternGame = FindObjectOfType (typeof(PatternLevelManager)) as PatternLevelManager; multiObjGame = FindObjectOfType (typeof(MultiObjGameManager)) as MultiObjGameManager; nbackGame = FindObjectOfType (typeof(NbackGameManager)) as NbackGameManager; player = GameObject.FindGameObjectWithTag ("Player").GetComponent<Player> (); // Start each game if enabled // Note: Disable/Enable of Pattern and Nback currently done // by disabling their generators in TerrainGenerator.cs, should be here StartCoroutine("GameTimeWait",5f); }
// Use this for initialization void Start() { patternGame = FindObjectOfType(typeof(PatternLevelManager)) as PatternLevelManager; multiObjGame = FindObjectOfType(typeof(MultiObjGameManager)) as MultiObjGameManager; nbackGame = FindObjectOfType(typeof(NbackGameManager)) as NbackGameManager; // Start each game if enabled // Note: Disable/Enable of Pattern and Nback currently done // by disabling their generators in TerrainGenerator.cs, should be here if (enableMultiObject) { multiObjGame.startLevel(); } }
void Start() { patternManager = GameObject.FindGameObjectWithTag("PatternLevelManager").GetComponent <PatternLevelManager> (); grid = GameObject.FindGameObjectWithTag("Grid").GetComponent <Grid> (); offset = new Vector3(grid.cellSizeX, 0f, 0f); Vector3 bottomLeft = Camera.main.ScreenToWorldPoint(new Vector3(0f, 0f, 0f)); Vector3 topRight = Camera.main.ScreenToWorldPoint(new Vector3(Camera.main.pixelWidth, Camera.main.pixelHeight, 0f)); bottomLeft.y = Camera.main.GetComponent <FixedHeight> ().height - (topRight.y - bottomLeft.y) / 2f; center = Camera.main.ScreenToWorldPoint(new Vector3(Camera.main.pixelWidth / 2, 3 * Camera.main.pixelHeight / 4, 0f)); transform.position = center; }
// Use this for initialization void Start() { levelManager = GameObject.FindGameObjectWithTag ("PatternLevelManager").GetComponent<PatternLevelManager> (); }
// Use this for initialization void Start() { levelManager = GameObject.FindGameObjectWithTag("PatternLevelManager").GetComponent <PatternLevelManager> (); }
void Start() { patternManager = GameObject.FindGameObjectWithTag ("PatternLevelManager").GetComponent<PatternLevelManager> (); grid = GameObject.FindGameObjectWithTag ("Grid").GetComponent<Grid> (); offset = new Vector3(grid.cellSizeX, 0f, 0f); Vector3 bottomLeft = Camera.main.ScreenToWorldPoint (new Vector3 (0f, 0f, 0f)); Vector3 topRight = Camera.main.ScreenToWorldPoint (new Vector3 (Camera.main.pixelWidth, Camera.main.pixelHeight, 0f)); bottomLeft.y = Camera.main.GetComponent<FixedHeight> ().height - (topRight.y - bottomLeft.y)/2f; center = Camera.main.ScreenToWorldPoint (new Vector3 (Camera.main.pixelWidth/2, 3*Camera.main.pixelHeight/4, 0f)); transform.position = center; }
// Use this for initialization void Start() { // Use settings if it was set and loaded from Menu if (Settings.isSet) { enablePattern = Settings.togglePattern; enableNback = Settings.toggleNback; enableMultiObject = Settings.toggleMultiObj; } // Set game modes gameModes = new List<GameModes> (); if (enablePattern) gameModes.Add (GameModes.Pattern); if (enableNback) gameModes.Add (GameModes.Nback); if (enableMultiObject) gameModes.Add (GameModes.Multiobj); patternGame = FindObjectOfType (typeof(PatternLevelManager)) as PatternLevelManager; multiObjGame = FindObjectOfType (typeof(MultiObjGameManager)) as MultiObjGameManager; nbackGame = FindObjectOfType (typeof(NbackGameManager)) as NbackGameManager; player = GameObject.FindGameObjectWithTag ("Player").GetComponent<Player> (); // Start each game if enabled // Note: Disable/Enable of Pattern and Nback currently done // by disabling their generators in TerrainGenerator.cs, should be here if(!enableNback) { StartCoroutine("GameTimeWait",4f); } else { player.canJump = true; player.canRun = true; player.canDoubleJump = true; player.GetComponent<Animator>().SetInteger("PlayerState",1); if(enablePattern) { patternGame.StartPatternGame(); } if (enableMultiObject) { multiObjGame.startLevel(); } } //StartCoroutine("GameTimeWait",4f); }