// Use this for initialization void Start() { SceneManager.SetActiveScene(SceneManager.GetSceneByBuildIndex(7)); m_currState = GameState.Setup; m_hammers = new List <GameObject>(); m_spawner = new float[SPAWNERS]; for (int i = 0; i < SPAWNERS; i++) { m_spawner[i] = Random.Range(0.1f, maxSpawnTime); } FloatingTextManager.Initialise(); m_playerIDObject = GameObject.FindGameObjectWithTag("Player"); m_overworldGM = GameObject.FindGameObjectWithTag("GameManager"); //m_clientID = m_playerIDObject.GetComponent<CustomLobby>().playerDetails.Identifier; newCanvas = Instantiate(tutorialCanvas, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.identity); m_background = GameObject.FindGameObjectWithTag("Background"); tutorialTimerTxt = GUIText.FindObjectOfType <Text>(); m_gameTime = startTime; m_isOldTouch = false; }
//start function void Start() { SceneManager.SetActiveScene(SceneManager.GetSceneByBuildIndex(5)); //FadeOutAnimation = GameObject.Find("FadeOut").GetComponent<StopAnimationScript>(); FadeInAnimation = GameObject.Find("FadeIn").GetComponent <StopAnimationScript> (); fade.SetActive(false); newCanvas = Instantiate(tutorialCanvas, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.identity); tutorialTimeTxt = GUIText.FindObjectOfType <Text>(); //if the background music prefab isnt in the scene then it will not try and search for it if (GameObject.FindGameObjectWithTag("BGMusic") != null) { backgroundMusic = GameObject.FindGameObjectWithTag("BGMusic"); m_musicFadeOut = backgroundMusic.GetComponent <MusicFadeOut>(); } //initialise timer m_gameTimer = (int)gameDuration; //floating text manager public static utility class initialisation FloatingTextManager.Initialise(); //set up screen orientation and plant grid Screen.orientation = ScreenOrientation.Landscape; //get the component stuff from the portait prefabs //Player1Stats = Player1.GetComponent<PortaitScript> (); //Player2Stats = Player2.GetComponent<PortaitScript> (); //Player3Stats = Player3.GetComponent<PortaitScript> (); // Player4Stats = Player4.GetComponent<PortaitScript> (); }
// Use this for initialization void Start() { SceneManager.SetActiveScene(SceneManager.GetSceneByBuildIndex(6)); // Set Client ID // Set Portraits // Set Powerup state playerScore = 0.0f; m_currState = GAMESTATE.Start; m_pedObjects = new List <GameObject>(); m_spawnTimer = new float[maxZDist - minZDist]; m_spawnRateRand = new float[maxZDist - minZDist]; for (int i = 0; i < maxZDist - minZDist; i++) { m_spawnRateRand[i] = Random.Range(spawnRateMin, spawnRateMax); } // Call start menu // StartMenu(); m_musicFadeOut = backgroundMusic.GetComponent <MusicFadeOut>(); portraits = GameObject.FindGameObjectsWithTag("Portrait"); newCanvas = Instantiate(tutorialCanvas, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.identity); tutorialTimerTxt = GUIText.FindObjectOfType <Text>(); //Iterate through the length of the portrait scripts for (int i = 0; i < portraits.Length; i++) { //add the portraits locally portraitScripts.Add(portraits [i].GetComponent <PortaitScript> ()); //find the local player ad set it to the relative portrait if (portraitScripts [i].IsLocalPlayerPortrait()) { localPortrait = portraitScripts [i]; } } handSpawnScript = handSpawn.GetComponent <HandSpawn> (); }
void Update() { if (updatetimer == 50) { updatetimer = 0; ((GUIText)(GUIText.FindObjectOfType(typeof(GUIText)))).text = "Death: " + Deaths.ToString(); foreach (Person p in People) { if (p.Update()) { Deaths++; } } } else { updatetimer++; } }