public void GameStart() { m_state = Target_State.STATE1; m_target.GetComponent <Object_Flash>().StopLoop(); m_target.GetComponent <Collider>().enabled = true; // Invoke("InverseSpeed", m_inverse_time); }
public override void GameReady() { base.GameReady(); m_difficulty_level = (int)SceneController.context.CurrentLevel.Difficulty; m_target_state = Target_State.FLASHING; }
public override void GameStart() { base.GameStart(); m_state_time = 5.0f * m_difficulty_level; m_target_state = Target_State.STATE1; m_target.GetComponent <Object_Flash>().StopLoop(); m_target.GetComponent <Collider>().enabled = true; // Invoke("InverseSpeed", m_inverse_time); }
public void GameReady() { m_state = Target_State.FLASHING; }