// Start is called before the first frame update void Start() { gManager = GameObject.Find("GameManager").GetComponent <D_GameManager>(); TextAsset WaveData = Resources.Load <TextAsset>("Waves"); string[] arrData = WaveData.text.Split('\n'); for (int i = 0; i < arrData.Length; i++) { string[] row = arrData[i].Split('\t'); WaveDataScript wData = new WaveDataScript(); int.TryParse(row[0], out wData.wave); int.TryParse(row[1], out wData.normalcount); int.TryParse(row[2], out wData.rocketcount); int.TryParse(row[3], out wData.catbosscount); int.TryParse(row[4], out wData.healercount); int.TryParse(row[5], out wData.multiballcount); int.TryParse(row[6], out wData.circlecount); int.TryParse(row[7], out wData.finalcount); Waves.Add(wData); } //Debug.Log(Waves[16].wave); yTime = YarnTimer; SpawningYarn = false; }
void Awake() { if (current == null) { current = this; } else { Destroy(this.gameObject); return; } if (SceneManager.GetActiveScene().name == "TutorialScene") { return; } DontDestroyOnLoad(this.gameObject); }
// Start is called before the first frame update void Start() { gManager = GameObject.Find("GameManager").GetComponent <D_GameManager>(); }