void Awake() { m_Transform = transform; m_SpawnedObjects = new Queue <Transform>(); m_LanesManager = FindObjectOfType <LanesManager>(); m_SpaceShipBehaviourTransform = FindObjectOfType <SpaceShipBehaviour>().transform; }
void Start() { lanesManager = GameObject.Find(lanesManagerObjectName).GetComponent <LanesManager>(); musicSequencer = GameObject.Find(musicSequencerObjectName).GetComponent <MusicSequencer>(); lanesManager.Initialize(numberOfLanes); musicSequencer.Initialize(numberOfLanes); playerActive = new bool[numberOfLanes]; numberOfPlayersActive = numberOfLanes - startingNumberOfActivePlayers; for (int playerIndex = 0; playerIndex < numberOfLanes; playerIndex++) { if (playerIndex < startingNumberOfActivePlayers) { // Activate player playerActive[playerIndex] = false; ActivateDeactivatePlayer(playerIndex + 1); } else { // Deactivate player playerActive[playerIndex] = true; ActivateDeactivatePlayer(playerIndex + 1); } } if (numberOfPlayersActive > 0) { StartHeartbeat(); } }
void Start() { //Get player / Get Positions & Set position player = GameObject.Find("Player"); Lanes = player.GetComponent <LanesManager>(); playerLanes = LanesManager.lanes; player.transform.position = playerLanes[1]; }
void Start() { player = GameObject.Find("Player"); Lanes = player.GetComponent <LanesManager>(); Player = player.GetComponent <PlayerSideMovement>(); getSouls = player.GetComponent <Health>(); bulletprefab = Resources.Load("Bullet") as GameObject; playerLanes = LanesManager.lanes; }
void Start() { Events.OnActivateSlotWithInstrument += OnActivateSlotWithInstrument; Events.OnRemoveInstrument += OnRemoveInstrument; Events.OnAddInstrument += OnAddInstrument; Events.OnResetApp += OnResetApp; Events.OnAddExplotion += OnAddExplotion; lanesManager = GetComponent <LanesManager> (); }
void Awake() { m_Rigidbody = GetComponent <Rigidbody>(); m_Transform = transform; m_LanesManager = FindObjectOfType <LanesManager>(); m_GameplayManager = FindObjectOfType <GameplayManager>(); m_NextPosition = m_Transform.position; }
public override void OnInspectorGUI() { DrawDefaultInspector(); LanesManager myScript = (LanesManager)target; if (GUILayout.Button("Initial setup")) { myScript.InitialSetup(); } }
void Awake() { if (!mInstance) { mInstance = this; } lanesManager = GetComponent <LanesManager> (); instrumentsManager = GetComponent <InstrumentsManager> (); lanesManager.Init(); }
void Awake() { if (!mInstance) { mInstance = this; } sceneObejctsManager = GetComponent <SceneObjectsManager>(); lanesManager = GetComponent <LanesManager>(); Events.GameOver += GameOver; }
/// <summary> /// 数据库实例 /// </summary> /// <param name="lanesManager">车道数据库操作实例</param> public LanesController(LanesManager lanesManager) { _lanesManager = lanesManager; }