void Start() { MenuControle loadScene = MenuControle.Instance; isDebug = loadScene.isDebug; if (isDebug) { maxAmmoLevel = debugAmmoLevel; penetrateLevel = debugPenetrateLevel; reloadSpeedLevel = debugReloadSpeedLevel; damageLevel = debugDamageLevel; fireRateLevel = debugFireRateLevel; recoilSuppressionLevel = debugrecoilSuppressionLevel; } Cursor.visible = false; targetLayerMask = LayerMask.GetMask("Target"); fireRemainTime = 0.0f; rappidRate = fireRateLevelList[fireRateLevel]; recoilSuppression = recoilSuppressionLevelList[recoilSuppressionLevel]; if (recoilSuppression < 0.0f) { recoilSuppression = 0.001f; } penetrate = penetrateLevelList[penetrateLevel]; damage = damageLevelList[damageLevel]; remainAmmo = maxAmmoLevelList[maxAmmoLevel]; score = 0; point = 0; }
void Awake() { if (Instance != null) { Destroy(gameObject); return; } Instance = this; DontDestroyOnLoad(gameObject); isDebug = false; }