/// // Use this for initialization
    void Start()
    {
        lorentzContractionForJenny = LorentzContractionForJenny.lCJenny;
        //GetComponent ("LorentzContractionForJenny") as LorentzContractionForJenny;

        jennyTime = 0.0f;
    }
Esempio n. 2
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 void Awake()
 {
     //makes it a singleton
     if (lCJenny == null)
     {
         lCJenny = this;
     }
     else if (lCJenny != this)
     {
         Destroy(gameObject);
     }
 }
    void  Start()
    {
        controller = PlatformerController.platformerController;
        lorentzContractionForJenny = LorentzContractionForJenny.lCJenny;


        SpeedOfLight = GameControl.control.SpeedOfLight;

        impactAudio             = gameObject.AddComponent <AudioSource>();
        impactAudio.clip        = impactSound;
        impactAudio.volume      = 0.2f;
        impactAudio.playOnAwake = false;
        timeOfBounce            = 0f;
    }
    //A start function

    void  Start()
    {
        SpeedOfLight  = GameControl.control.SpeedOfLight;
        SpeedOfLightY = GameControl.control.SpeedOfLightY;
        SpeedOfJump   = GameControl.control.jumpSpeed;
        jennyTransform.GetComponent <Rigidbody2D>().gravityScale = GameControl.control.gravity;
        MaxNumbOfJumps        = GameControl.control.maxNumberOfJumps;
        movement.maxFallSpeed = SpeedOfLightY;
        // get the distance to ground
        distToGround = jennyTransform.GetComponent <Collider2D>().bounds.extents.y;
        DeltaGamma   = GameControl.control.deltaGamma;


        ///////////
        ////These are used for pick up
        //////////

        holdingSomething = false;
        //DeltaXShift=1.0f;
        gammaX    = 1.0f;
        gammaX0ld = 1.0f;

        riseTime = 0.5f;
        lorentzContractionForJenny = gameObject.GetComponent("LorentzContractionForJenny")
                                     as LorentzContractionForJenny;

        jennyShoot = gameObject.GetComponent("JennyShoot") as JennyShoot;



        levelDisplay = GameObject.FindGameObjectWithTag("Canvas").GetComponent("LevelDisplay") as LevelDisplay;



        jennyTime = 0.0f;

        //These are needed for the delay period between boosts
        timeBetweenBoosts           = 0.5f;
        oneOverTimeBetweenBoosts    = 1.0f / timeBetweenBoosts;
        small1OverTimeBetweenBoosts = 1.0f / smallTimeBetweenBoosts;
        timeOfBoost  = 0.0f;
        ratioOfTimes = 0.0f;

        //boostDial= GameObject.Find("GreenCircle");
        boostDial = GameObject.Find("BoostRecovery");
    }