void Start() { audio = GetComponent <AudioController>(); timer = GetComponent <CentralTimer>(); devController = gameObject.GetComponent <DevController>(); buffController = gameObject.GetComponent <BuffController>(); setSceneText = GetComponent <SetPlaySceneText>(); resetMinGames = resetBaseMinGames; max = initialMax; reward = initialReward; maxScaleFactor = initialMaxScaleFactor; coins = initialCoins; progress = 0; gameCounter = 0; setSceneText.LoadTextSource(); if (LoadState.LoadSituation) { loadGame(); } }
private void TrainTactical_Load(object sender, EventArgs e) { Cursor.Hide(); // cursor doesn't need to be appeared Form form = (Form)this; gp = new GamePlay(ref form, this.Width, this.Height); // inititate scenario screen LoadMap(); // Load Scenario ... quickTimer.Start(); quickTimer.Enabled = true; CentralTimer.Start(); CentralTimer.Enabled = true; }
private void cleanMem() { CentralTimer.Stop(); CentralTimer.Enabled = false; quickTimer.Stop(); quickTimer.Enabled = false; target.DisposeIt(); foreach (Asset craft in aircrafts) { craft.DisposeIt(); } }