Esempio n. 1
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    private UnityAction FilteredTransition(int i)
    {
        return(() =>
        {
            if (!FilterManager.IsHappy || FilterManager.IsAlmostDark)
            {
                return;
            }
            m_levels[i].transform.position = m_gridElements.LevelCurrent.transform.position;
            if (i > 0)
            {
                m_levels[i - 1].GetComponent <GenerateLevel>().SetActiveLevel(false);
            }

            GenerateLevel nextLevel = m_levels[i].GetComponent <GenerateLevel>();
            nextLevel.SetShadowMode(false);
            m_gridElements.LevelCurrent = nextLevel;
            InLevelSlot(m_gridElements.LevelCurrent);
            nextLevel.SetActiveLevel(true);
            TankScript.TankList.ForEach((TankScript tank) => tank.DestroyBullets());

            if (i == 3)
            {
                PlayerScript.playerRef.transform.Find("Tank").GetComponent <TankScript>().allowHeavy = true;
            }

            if (PlayerBlock.PlayerStarter != null)
            {
                PlayerBlock.PlayerStarter.TeleportPlayer();
            }
        });
    }
Esempio n. 2
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    private void Start()
    {
        var main = GameObject.Find("Main");

        this.ms         = main.GetComponent <TargetManagerBehaviour>();
        this.shipPrefab = ReferenceBuffer.Instance.EditorInput.shipPrefab;
        var rb = main.GetComponent <ReferenceBuffer>();

        this.gl = new GenerateLevel(this.ms, rb);

        ///Generate the environment
        this.gl.CylinderBasePrefab(new Vector3(40, 1, 40), true);
        ///...

        /// Player!
        this.player     = this.gl.Player(new Vector3(0, 0, 0), true, true, true);
        this.mainCamera = GameObject.Find("MainCamera");
        CamHandling camHandling = this.mainCamera.GetComponent <CamHandling>();

        camHandling.target = this.player.transform;
        ///...

        //GameObject.Find("ScrollableInfoText").SetActive(false);

        this.GenerateEntites();

        string text = File.ReadAllText(@"C:\Users\ASUS G751JY\source\repos\11111 Unity\UserCode\UserLevel\UserLevelMain.cs");

        _ = ReferenceBuffer.Instance.capp.ApplyToSelectedTarget(text, this.targetSphere);
    }
Esempio n. 3
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 void Start()
 {
     GameVars.init();
     GenerateLevel level = new GenerateLevel(5, 30);
     //foreach (Resource wall in level.resources) { Instantiate(Resources.Load(wall.resource), wall.location, wall.angle); }
     StartCoroutine("SpawnWave", new Wave());
 }
    public override void OnStartLocalPlayer()
    {
        GenerateLevel serverInfo = GameObject.FindGameObjectWithTag("LevelModel").GetComponent <GenerateLevel>();

        if (playerNumber == -1)
        {
            playerNumber = serverInfo.assignPlayer;
            ++serverInfo.assignPlayer;

            int workingIndex = 0;
            switch (playerNumber)
            {
            case 2:
                workingIndex = serverInfo.playerTwoIndex;
                break;

            case 3:
                workingIndex = serverInfo.playerThreeIndex;
                break;

            case 4:
                workingIndex = serverInfo.playerFourIndex;
                break;
            }
            int offset = (playerNumber - 1) * 8;
            GetComponent <SpriteRenderer>().sprite = spriteList[0 + offset];
            SetPlayerIndex(serverInfo.indexToPosition(workingIndex));
            GetComponent <SpriteRenderer>().sortingOrder = playerIndex.y + 101;
            transform.position = new Vector3(playerIndex.x, -playerIndex.y + 0.5f, 0);
        }
        base.OnStartLocalPlayer();
        // Initalize things here, maybe grab a spawn location?
    }
Esempio n. 5
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    // get the state and store the the type of game that is being dealt with
    void Start()
    {
        StateToLoad level = Component.FindObjectOfType(typeof(StateToLoad)) as StateToLoad;

        if (!level)
        {
            return;
        }

        level.FetchData();

        _type       = level.GetStateType();
        _gameNameId = level.GetNameID();

        //create the level with the data from the state
        GenerateLevel.Generate(level.GetByteData(), out _lowTiles, out _midTiles, out _highTiles, _lowPlane, _midPlane, _highPlane);

        //set up each tile
        foreach (Tile t in Component.FindObjectsOfType(typeof(Tile)) as Tile[])
        {
            t.GetNeighbors();
        }
        PlaneManager.PM.ReassociateTiles();

        Destroy(level.gameObject);
    }
Esempio n. 6
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    void Start()
    {
        /// References!
        var main = GameObject.Find("Main");

        this.lm = main.GetComponent <LevelManager>();
        var rb = main.GetComponent <ReferenceBuffer>();

        this.ms = main.GetComponent <TargetManagerBehaviour>();
        var gl = new GenerateLevel(this.ms, rb);
        ///

        /// Problem Text and Code!
        var infoText = rb.InfoTextObject;

        infoText.GetComponent <Text>().text = ProblemDesctiptions.level3;
        rb.ShowCode.SetText(InitialCodes.Level3);
        ///...

        /// Value Initialization
        this.gatheredTheSphere = false;
        this.placedTHeSphere   = false;
        ///...

        /// Base
        GameObject baseCylinder = gl.CylinderBasePrefab(new Vector3(30, 1, 30), true);

        ///...

        /// Player and cam!
        this.player     = gl.Player(this.initialPlayerPosition, true, true, true);
        this.mainCamera = GameObject.Find("MainCamera");
        CamHandling camHandling = this.mainCamera.GetComponent <CamHandling>();

        camHandling.target = this.player.transform;
        ///...

        /// Enitites!
        this.target = gl.GenerateEntity(
            EntityType.Target,
            new Vector3(7, 0, 0),
            PrimitiveType.Sphere,
            Color.white,
            null, "Level3Actor123");

        this.toTransport = gl.GenerateEntity(
            EntityType.NonTarget,
            new Vector3(-7, 0, 0),
            PrimitiveType.Sphere,
            Color.red,
            null, "Level3ToTranport567");

        this.destination = gl.GenerateEntity(
            EntityType.NonTarget,
            new Vector3(5, 0, 5),
            PrimitiveType.Cube,
            Color.gray,
            null, "Level3FinalPosition789");
        ///...
    }
    private void Start()
    {
        generateLevel = ScriptableObject.CreateInstance("GenerateLevel")   as GenerateLevel;
        dataReader    = ScriptableObject.CreateInstance("DataReader")      as DataReader;

        StartCoroutine(Regenerate());
    }
Esempio n. 8
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 void Awake()
 {
     dictionary       = GameObject.Find("Dictionary");
     dictionaryOpened = false;
     dictionary.SetActive(dictionaryOpened);
     levelGenerator = GetComponent <GenerateLevel>();
 }
Esempio n. 9
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    //Use this for initialization

    void Start()
    {
        viewMesh      = new Mesh();
        viewMesh.name = "View mesh";
        GetComponent <MeshFilter>().mesh = viewMesh;
        levelgenerator = GetComponentInParent <GenerateLevel>();
        parent         = GetComponentInParent <Boss>().gameObject.transform;
    }
Esempio n. 10
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 void OnEnable()
 {
     DontDestroyOnLoad(this.gameObject);
     levelGen = GetComponent <GenerateLevel>();
     SceneManager.sceneLoaded += OnSceneLoaded;         //this only makes sense if this object persists through scenes
     UnityEventManager.StartListeningInt("MoMDeath", IsGameOver);
     UnityEventManager.StartListening("StartGame", StartNewGame);
 }
Esempio n. 11
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    private void generateLevel()
    {
        GameObject    levelGeneratorObject = Instantiate(levelGen, Vector3.zero, Quaternion.identity);
        GenerateLevel levelGenerator       = levelGeneratorObject.GetComponent <GenerateLevel> ();

        levelGenerator.numEnemies = 12 + ((5 + levelNum) * levelNum) / 5;
        levelGenerator.width      = 35 + levelNum * 3;
        levelGenerator.height     = 35 + levelNum * 3;
    }
Esempio n. 12
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    public override void OnStartServer()
    {
        GenerateLevel serverInfo = GameObject.FindGameObjectWithTag("LevelModel").GetComponent <GenerateLevel>();

        playerNumber = serverInfo.assignPlayer;
        ++serverInfo.assignPlayer;
        SetPlayerIndex(serverInfo.indexToPosition(serverInfo.playerOneIndex));
        GetComponent <SpriteRenderer>().sortingOrder = playerIndex.y + 101;
        transform.position = new Vector3(playerIndex.x, playerIndex.y + 0.5f, 0);
    }
Esempio n. 13
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 private void MineStart()
 {
     playerGO                 = GameObject.FindGameObjectWithTag("Player");
     generateLevel            = FindObjectOfType <GenerateLevel>();
     _gridBehavior            = FindObjectOfType <GridBehavior>();
     oreGenerator             = FindObjectOfType <OreGenerator>();
     _nextLevelLoadController = FindObjectOfType <NextLevelLoadController>();
     progressBar              = FindObjectOfType <ProgressBar>();
     _chancesGenerator        = FindObjectOfType <ChancesGenerator>();
 }
Esempio n. 14
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    void Awake()
    {
        //Check if instance already exists
        if (instance == null)
        {
            instance = this;

            this.onHeroHitPlatformEvent = new OnHeroHitPlatformEvent();
            this.onHeroHitPlatformEvent.AddListener(onHeroHitPlatform);
        }
    }
Esempio n. 15
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    private void generateLevel()
    {
        GameObject    levelGeneratorObject = Instantiate(levelGen, Vector3.zero, Quaternion.identity);
        GenerateLevel levelGenerator       = levelGeneratorObject.GetComponent <GenerateLevel> ();

        // 11 enemies at floor 1  with grid size of 30x30
        // 27 enemies at floor 5  with grid size of 42x42
        // 66 enemies at floor 10 with grid size of 57x57
        levelGenerator.numEnemies = (int)((20 + ((5 + 2.5 * levelNum) * (4 + 2.5 * levelNum)) / 5) / 3);
        levelGenerator.width      = 12 + (levelNum + 5) * 3;
        levelGenerator.height     = 12 + (levelNum + 5) * 3;
    }
    private void Start()
    {
        chunkList = new List <Chunk>();
        generator = GameObject.FindGameObjectWithTag("Core").GetComponent <GenerateLevel>();

        chunkList.Add(new Chunk(generator.AddChunk(0, 0), new Vector2(0, 0)));
        chunkList.Add(new Chunk(generator.AddChunk(0, -1), new Vector2(0, -1)));
        chunkList.Add(new Chunk(generator.AddChunk(1, 0), new Vector2(1, 0)));
        chunkList.Add(new Chunk(generator.AddChunk(1, -1), new Vector2(1, -1)));
        chunkList.Add(new Chunk(generator.AddChunk(-1, 0), new Vector2(-1, 0)));
        chunkList.Add(new Chunk(generator.AddChunk(-1, -1), new Vector2(-1, -1)));
    }
Esempio n. 17
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    bool CanAttack()
    {
        Vector3 nearest = GenerateLevel.NearestTarget(GenerateLevel.Pits, Location);

        if (Vector3.Distance(nearest, Location) > 2 && canAttack)
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }
Esempio n. 18
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    void Reset(int lvl)
    {
        GenerateLevel.ClearMapParts();
        _map         = GenerateLevel.Instance.LoadLevel(lvl);
        _lastDir     = EDirecton.NONE;
        _position    = _map.Start;
        _toFillCount = 0;
        _dirMove     = Vector2.zero;
        _hasWin      = false;
        TextNextLvl.SetActive(false);
        var newFloatCoords = GenerateLevel.IntToFloatCoordinates(_position);

        Player.transform.position = new Vector3(newFloatCoords.x, Player.transform.position.y, newFloatCoords.y);
    }
Esempio n. 19
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    void Awake()
    {
        changeScene = GameObject.FindGameObjectWithTag("ChangeScene").GetComponent <ChangeScene>();
        changeScene.fieldSceneManager = this;

        plane       = GameObject.FindGameObjectWithTag("Ground");
        optionPanel = Instantiate(Resources.Load("Prefabs/OptionPanel"), Vector3.zero, Quaternion.identity) as GameObject;
        optionPanel.GetComponent <Options>().Create(canvas);
        genLevel = GetComponent <GenerateLevel>();
        if (changeScene.randomLevel)
        {
            GoToMap.gameObject.SetActive(false);
        }
    }
Esempio n. 20
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    IEnumerator AnimateFaceRotation(Vector3 contactPoint)
    {
        animating = true;

        //FindClosestPivot(contactPoint);

        // DEBUGHighlightPivot ();

        FindFaceToRotateByPivot();

        Quaternion origin = smallRubikPivot.transform.localRotation;
        Quaternion target = smallRubikPivot.transform.localRotation * Quaternion.AngleAxis(90f, smallRubikPivot.transform.localPosition);

        Quaternion bigRubikOrigin = bigRubikPivot.transform.localRotation;
        Quaternion bigRubikTarget = bigRubikPivot.transform.localRotation * Quaternion.AngleAxis(90f, bigRubikPivot.transform.localPosition);

        float journey  = 0f;
        float duration = 1f;

        sfx.PlayRandom("CubeFaceRotationSound", bigRubikPivot.position);

        //animating
        while (journey <= duration)
        {
            journey = journey + Time.deltaTime;
            float percent = Mathf.Clamp01(journey / duration);
            smallRubikPivot.localRotation = Quaternion.Slerp(origin, target, percent);
            bigRubikPivot.localRotation   = Quaternion.Slerp(bigRubikOrigin, bigRubikTarget, percent);

            yield return(null);
        }

        smallRubikPivot.localRotation = target;
        bigRubikPivot.localRotation   = bigRubikTarget;

        // reset parent for rooms to rubik (from pivot)
        foreach (Transform r in smallRubikRooms)
        {
            r.parent = smallRubik;
        }

        foreach (Transform r in bigRubikRooms)
        {
            r.parent = bigRubik;
        }

        GenerateLevel.RecollorPassages();
        animating = false;
    }
Esempio n. 21
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    private void Awake()
    {
        if (onDescending == null)
        {
            new UnityEvent();
        }

        _player         = GameObject.FindGameObjectWithTag("Player");
        _gridBehavior   = FindObjectOfType <GridBehavior>();
        _csGlobal       = FindObjectOfType <CsGlobal>();
        oreGenerator    = FindObjectOfType <OreGenerator>();
        generateLevel   = FindObjectOfType <GenerateLevel>();
        progressBar     = FindObjectOfType <ProgressBar>();
        _canvas         = FindObjectOfType <Canvas>();
        _dataController = FindObjectOfType <DataController>();
    }
Esempio n. 22
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    void ManifestLevel(int index)
    {
        if (index >= Levels.Length)
        {
            currentLevel = Levels.Length - 1;
            index        = currentLevel;
        }

        CameraTransform.localPosition = cameraRootPosition;
        levelState.Clear();
        levelState.AddFrame();
        levelState.Current.YCamera = 0;
        generatedLevel             = GenerateLevel.Generate(ref constants, Levels[index], ref playerObject, Camera.transform, levelState.Current, levelState.Objects);
        levelState.SaveStates();
        lastMoveResult = MoveResult.None;
    }
    void OnSceneGUI()
    {
        GenerateLevel generator = (GenerateLevel)target;

        Handles.color = Color.red;

        int half_tile = Mathf.FloorToInt((float)generator.tile_size / 2);

        long width  = generator.tile_size * generator.width + half_tile;
        long height = generator.tile_size * generator.height + half_tile;

        Handles.DrawLine(new Vector3(-half_tile, -half_tile, 0), new Vector3(-half_tile, height, 0));
        Handles.DrawLine(new Vector3(-half_tile, -half_tile, 0), new Vector3(width, -half_tile, 0));
        Handles.DrawLine(new Vector3(width, -half_tile, 0), new Vector3(width, height, 0));
        Handles.DrawLine(new Vector3(-half_tile, height, 0), new Vector3(width, height, 0));
    }
Esempio n. 24
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    public override void OnInspectorGUI()
    {
        GenerateLevel mapGen = (GenerateLevel)target;

        if (DrawDefaultInspector())
        {
            if (mapGen.autoUpdate)
            {
                mapGen.GenMap();
            }
        }

        if (GUILayout.Button("Generate"))
        {
            mapGen.GenMap();
        }
    }
Esempio n. 25
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    public void LevelCompletedButton()
    {
        if (HandleTextFile.lvlName == "100")
        {
            GenerateLevel.LevelGenerate();
        }

        else if (HandleTextFile.lvlName == "102")
        {
            SceneManager.LoadScene("Map");
        }

        else
        {
            SceneManager.LoadScene("Map");
        }
    }
Esempio n. 26
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 void Start()
 {
     if (!isServer)
     {
         return;
     }
     lineRender  = GetComponent <LineRenderer>();
     foodPile    = new GameObject[amount];
     spawnPoints = new Vector3[amount];
     GenerateLevel.SpawnObjects(amount, radius, clusterDist, Location, foodPile, InitialSpawn, LayerMask.NameToLayer("Food"));
     for (int i = 0; i < amount; i++)
     {
         spawnPoints[i] = foodPile[i].transform.position;
         foodPile[i].SetActive(false);
         foodPile[i].GetComponent <FoodObject>().RpcDestroy();
     }
     StartCoroutine(SpawnFood());
 }
Esempio n. 27
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    public void Awake()
    {
        //ensure only one level generator exists at any given time
        if (!instance)
        {
            instance = this;
        }

        else if (instance != this)
        {
            Destroy(this);
        }

        if (player == null)
        {
            player = GameObject.FindWithTag("Player");
        }
    }
Esempio n. 28
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    // Use this for initialization
    void Start()
    {
        gl = FindObjectOfType (typeof(GenerateLevel)) as GenerateLevel;

        start_time = Time.time;

        GameObject timer = gameObject.transform.GetChild (0).gameObject;
        Color c = gameObject.GetComponent<SpriteRenderer> ().color;
        timer.GetComponent<SpriteRenderer> ().color = new Color (c.r, c.g, c.b, 0.3f);

        // play fade in sound
        which_note = Random.Range (0, synth_notes.Length);
        AudioSource audio_source = timer.GetComponent<AudioSource> ();
        AudioClip clip = synth_notes [which_note];
        audio_source.clip = clip;
        audio_source.volume = 0.5f;
        //audio_source.Play ();
    }
Esempio n. 29
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    private void GenerateRandomLevel(int numberOfRooms, int roomsMaxWight, int roomsMaxHeight, int roomsMinWight, int roomsMinHeight)
    {
        var numberOfAttempts = 1;
        var i = 0;

        while (i < numberOfAttempts)
        {
            DestroyCanvasObjects();

            var layout = GenerateLevel.Generate(numberOfRooms, roomsMinWight, roomsMaxWight, roomsMinHeight, roomsMaxHeight);

            var minX        = layout.Rooms.Min(a => a.Position.X);
            var maxX        = layout.Rooms.Max(a => a.Position.X);
            var minY        = layout.Rooms.Min(a => a.Position.Y);
            var maxY        = layout.Rooms.Max(a => a.Position.Y);
            var maxRoomSide = Mathf.Max(roomsMaxWight, roomsMaxHeight, roomsMinWight, roomsMinHeight);

            var sizeX = maxX - minX + maxRoomSide * 3;
            var sizeY = maxY - minY + maxRoomSide * 3;

            var Xoffset = -minX + 3 + maxRoomSide;
            var Yoffset = -minY + 3 + maxRoomSide;

            ConstractorUI.UIConstractor.GetComponent <ConstractorUI>().InstantiateLevelField(sizeX, sizeY);

            var levelStructure = Globals.LevelStructure;
            GenerateRooms(Xoffset, Yoffset, levelStructure, layout);
            GenerateDoors(Xoffset, Yoffset, levelStructure, layout);
            var isLevelPassable = GenerateItemsFromTemplate(Xoffset, Yoffset, levelStructure, layout);
            if (isLevelPassable)
            {
                DrawLevel(Xoffset, Yoffset, levelStructure);

                return;
            }

            roomsMaxWight++;
            roomsMaxHeight++;
            roomsMinWight++;
            roomsMinHeight++;
            i++;
        }
    }
Esempio n. 30
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 private string DGAP_Aux(GenerateLevel gl)
 {
     if (gl == null)
     {
         return("_ ");
     }
     if (gl == m_gridElements.LevelCurrent)
     {
         return("C ");
     }
     if (gl == m_gridElements.LevelLast)
     {
         return("L ");
     }
     if (gl == m_gridElements.LevelNext)
     {
         return("N ");
     }
     return("X ");
 }
Esempio n. 31
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    // Use this for initialization
    void Start()
    {
        gl = FindObjectOfType(typeof(GenerateLevel)) as GenerateLevel;

        start_time = Time.time;

        GameObject timer = gameObject.transform.GetChild(0).gameObject;
        Color      c     = gameObject.GetComponent <SpriteRenderer> ().color;

        timer.GetComponent <SpriteRenderer> ().color = new Color(c.r, c.g, c.b, 0.3f);

        // play fade in sound
        which_note = Random.Range(0, synth_notes.Length);
        AudioSource audio_source = timer.GetComponent <AudioSource> ();
        AudioClip   clip         = synth_notes [which_note];

        audio_source.clip   = clip;
        audio_source.volume = 0.5f;
        //audio_source.Play ();
    }
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        GenerateLevel generator = (GenerateLevel)target;

        GUILayout.BeginHorizontal();

        if (GUILayout.Button("Generate"))
        {
            generator.ResetDungeonVoid(true);
        }

        if (GUILayout.Button("Clear"))
        {
            generator.ClearDungeon(true);
        }

        GUILayout.EndHorizontal();
    }
Esempio n. 33
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    //####################################################################################################
    void Start()
    {
        _screenHeight = Screen.height / 2;
        //	_cameraZ = -Camera.main.transform.position.z / 2.0f + 0.5f;
        _cameraZ = -Camera.main.transform.position.z / 2.0f;
        _player = GameObject.FindGameObjectWithTag("Player");
        _camera = Camera.main.transform;
        _scoreBoard = GameObject.FindWithTag("Scoreboard").GetComponent<TextMesh>();
        _hiScoreBoard = GameObject.FindWithTag("HiScoreboard").GetComponent<TextMesh>();
        _pauseMenu = GameObject.FindWithTag("UpgradeMenu");
        _pauseMenu.SetActive(true);
        _startResume = _pauseMenu.GetComponentInChildren<TextMesh>();
        _genLevel = GameObject.FindWithTag("LevelGenerator").GetComponent<GenerateLevel>();
        //start in Menu, game paused
        Time.timeScale = 0;

        _playerStartPosition = _player.transform.position;
        _startPosition = transform.position;
        _player.transform.position = _player.transform.position - Vector3.up * 100.0f;
    }
Esempio n. 34
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 void Awake()
 {
     current = this;
 }