Exemple #1
0
    // Use this for initialization
    IEnumerator Start()
    {
        yield return(new WaitForSeconds(2));

        _loadingPanel.SetActive(false);
        _startRunning = true;

        userName = TitleSceneController.getUserName();
        speed    = TitleSceneController.getSpeed();
        second   = TitleSceneController.getSecond();
        Debug.Log(userName);
        Debug.Log(speed);
        Debug.Log(second);

        //Screen.orientation = ScreenOrientation.LandscapeLeft;
#if UNITY_EDITOR
        Debug.Log("UNITY_EDITOR");
        StartCoroutine(PlayVoiceUnityChan("ogg", userName, "ついてこないと置いてくからね"));
        StartCoroutine(RunnningPlayVoice("ogg", userName, 45));
#elif UNITY_IOS
        Debug.Log("UNITY_EDITOR");
        StartCoroutine(PlayVoiceUnityChan("mp3", userName, "ついてこないと置いてくからね"));
        StartCoroutine(RunnningPlayVoice("mp3", userName, 45));
#endif
    }
 private void Awake()
 {
     Debug.Log("Loading TitleScene Controller");
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(gameObject);
     }
 }
    void Awake()
    {
        //Set other camera's and canvases not active
        gameOverCanvasObj.SetActive(false);

        //Application.targetFrameRate = 30;
        titleSceneController = GameObject.Find("TitleSceneController").GetComponent <TitleSceneController>();
        getBuddies(titleSceneController.finalChosenPlayerBuddies);
        SCENE_SPEED = SceneConstants.BASE_SCENE_SPEED;

        //When the player leaves this scene, make sure to destroy objects previously set to not do so
        foreach (PlayerBuddy buddy in playerBuddies)
        {
            itemsToDestroy.Add(buddy.gameObject);
        }
        itemsToDestroy.Add(titleSceneController.gameObject);

        //Based on the function, determine how many, width, etc of lanes
        lanes = generateLanes(5, -6f, 2f, 3f);
    }