// Start is called before the first frame update void Start() { levelUI = LevelUI.GetInstance(); levelUI.AnnouncerTextLine.gameObject.SetActive(false); levelUI.healthSliders[0].gameObject.SetActive(false); levelUI.healthSliders[1].gameObject.SetActive(false); levelUI.LevelTimer.gameObject.SetActive(false); fade.SetActive(true); bars = GetComponentInChildren <CinematicBars>(); bars.Show(200, 1); anim = GetComponent <Animator>(); //player_1.GetComponent<StateManager>().dontMove = true; //player_2.GetComponent<StateManager>().dontMove = true; DisableFighters(); cam = GetComponentInChildren <Camera>(); lm = GetComponent <LevelManager>(); lm.enabled = false; anim.SetInteger("Location", 1); }
private void OnEnable() { levelUI = LevelUI.GetInstance(); sp = GetComponent <StartingPresent>(); oneSec = new WaitForSeconds(1); levelUI.AnnouncerTextLine.gameObject.SetActive(false); StartCoroutine("StartGame"); }
void Start() { Playerr = CharacterManager.GetInstance(); levelUI = LevelUI.GetInstance(); shoot = CameraManager.GetInstance(); Secs = new WaitForSeconds(1); levelUI.Line1.gameObject.SetActive(false); levelUI.Line2.gameObject.SetActive(false); StartCoroutine("Start"); }
void Start() { //grab references charM = CharacterManager.GetInstance(); levelUI = LevelUI.GetInstance(); //initialize the wait. oneSec = new WaitForSeconds(1); levelUI.AnnouncerTextLine1.gameObject.SetActive(false); levelUI.AnnouncerTextLine2.gameObject.SetActive(false); StartCoroutine(StartGame()); }
// Use this for initialization void Start() { // referencias del singleton charM = CharacterManager.GetInstace(); levelUI = LevelUI.GetInstance(); // esperas un segundo oneSec = new WaitForSeconds(1); // los anuncios estan cerrados levelUI.AnnouncerTextLine1.gameObject.SetActive(false); levelUI.AnnouncerTextLine2.gameObject.SetActive(false); StartCoroutine("StartGame"); }
void Start() { //get the references from the singletons charM = CharacterManager.GetInstance(); levelUI = LevelUI.GetInstance(); camM = CameraManager.GetInstance(); //init the WaitForSeconds oneSec = new WaitForSeconds(1); levelUI.AnnouncerTextLine1.gameObject.SetActive(false); levelUI.AnnouncerTextLine2.gameObject.SetActive(false); StartCoroutine("StartGame"); }
void Start() { //получим объекты из других скриптов charM = CharacterManager.GetInstance(); levelUI = LevelUI.GetInstance(); camM = CameraManager.GetInstance(); //задаем количество секунд переменной oneSec oneSec = new WaitForSeconds(1); levelUI.AnnouncerTextLine1.gameObject.SetActive(false); levelUI.AnnouncerTextLine2.gameObject.SetActive(false); StartCoroutine("StartGame"); }
void Start() { //As referencias do singletons charM = CharacterManager.GetInstance(); levelUI = LevelUI.GetInstance(); camM = CameraManager.GetInstance(); //Inicializar o WaitForSeconds oneSec = new WaitForSeconds(1); levelUI.AnnouncerTextLine1.gameObject.SetActive(false); levelUI.AnnouncerTextLine2.gameObject.SetActive(false); StartCoroutine("StartGame"); }
void Start() { //get the references from the singletons charM = CharacterManager.GetInstance(); levelUI = LevelUI.GetInstance(); camM = GameObject.Find("CameraRig").GetComponent <CameraControl>(); sceneManager = MySceneManager.GetInstance(); vPlayer = null; //init the WaitForSeconds oneSec = new WaitForSeconds(1); //levelUI.AnnouncerTextLine1.gameObject.SetActive(false); //levelUI.AnnouncerTextLine2.gameObject.SetActive(false); //Turn off AI and Player Controls controlEnabled = false; StartCoroutine("StartGame"); }