void Start() { GameManager.Instance.WorldGenerator = this; lastChunkPosX = -1; readyForChunks = false; chunkWidth = 50; chunkHeight = 14; chunkShapes = new List <BaseChunkShape>(); biomes = new List <BaseBiome>(); chunkGenerator = new ChunkGenerator(); coinGenerator = new CoinGenerator(); powerupGenerator = new PowerupGenerator(); enemyGenerator = new EnemyGenerator(); worldChunkPrefab = Resources.Load("WorldChunkPrefab"); platformPrefab = Resources.Load("Platform_Prefab"); tilePrefab = Resources.Load("Tile_Prefab"); chunkShapes.Add(new FlatShape()); chunkShapes.Add(new FlatShape2()); chunkShapes.Add(new PowerupShape1()); chunkShapes.Add(new GapyShape1()); chunkShapes.Add(new GapyShape2()); chunkShapes.Add(new ChrisShape1()); biomes.Add(new GrassBiome()); biomes.Add(new CaveBiome()); biomes.Add(new StormyBiome()); biomes.Add(new LavaCaveBiome()); biomes.Add(new WesternBiome()); GameManager.Instance.ResetGame(); }
// Use this for initialization void Start() { bounce_powerup_duration = 0; bounce_active = false; //player = GameObject.FindGameObjectWithTag("Player"); powerup_generator = GameObject.FindGameObjectWithTag("GameController") .GetComponent <PowerupGenerator>(); }
void Start() { player_rb = GetComponent <Rigidbody>(); distToGround = GetComponent <Collider>().bounds.extents.z; player_rb.collisionDetectionMode = CollisionDetectionMode.Continuous; game_timer = game_controller.GetComponent <GameTimer>(); powerup_generator = game_controller.GetComponent <PowerupGenerator>(); delta_time_multiplier = 1; }
// Use this for initialization void Start() { rPlayer = GetComponent <Rigidbody>(); mSpeed = 0.2f; mRateOfFire = 0.2f; audioOutput = GetComponent <AudioSource>(); sPowerUps = GameObject.FindGameObjectWithTag("Powerup Generator").GetComponent <PowerupGenerator>(); sOptions = GameObject.FindGameObjectWithTag("Options").GetComponent <Options>(); mGunPoweredUp = false; mGunTimer = 5.0f; mGunAmmo = 0; mPaused = false; }
// Use this for initialization void Start() { //init values S = this; numInstantiatedSwap = 0; numInstantiatedSpeed = 0; curSwapLocation = 0; turn90 = new Vector3(0,90,0); swapGeneration = new Vector3[6]; instantiatedSwap = new bool[numPowerups]; instantiatedSpeed = new bool[numPowerups]; for(int i = 0; i < instantiatedSwap.Length; ++i){ instantiatedSwap[i] = false; instantiatedSpeed[i] = false; } swapGeneration[0] = new Vector3(162,1.5f,319); swapGeneration[1] = new Vector3(121, 1.5f, 241); swapGeneration[2] = new Vector3(175, 1.5f, 152); swapGeneration[3] = new Vector3(308, 1.5f, 394); swapGeneration[4] = new Vector3(308, 1.5f, 455); swapGeneration[5] = new Vector3(381, 1.5f, 334); foreach (GameObject map in Main.S.MapList) { foreach (Vector3 newPos in map.GetComponent<Map>().randomPowerupLocations) { randomGenerations.Add(newPos); } } //end init /* for (int i = 0; i < numPowerups; ++i){ //swap powerUps start createSwap(); //swap powerUps end //speed powerUps start createSpeed(); //speed powerUps end } */ createRandom(); }