Inheritance: MonoBehaviour
Esempio n. 1
0
 private void Awake()
 {
     _instance = this;
     UpdateScore(50);
     EndCanvas.planeDistance = 0;
     UICanvas.planeDistance  = 1;
 }
 // Start is called before the first frame update
 void Start()
 {
     sceneControl     = GameObject.Find("SceneController").GetComponent <Scene1Controller>();
     cutsceneAnimator = gameObject.GetComponent <Animator>();
     player           = GameObject.FindWithTag("ActivePlayer");
     timestart        = Time.time;
 }
Esempio n. 3
0
 public void ResetCheckpoints()
 {
     switch (currentLevel)
     {
     case 1:
         Scene1Controller.ResetCheckpoints();
         break;
     }
 }
Esempio n. 4
0
    //public GameObject[] levels; need 2 for phases 3 and 4
    // assimiate code from Scroll_background

    void Start()
    {
        timer    = 0;
        subTimer = 0;
        //Get Camera Listeners
        cameraOneAudioLis = cameraOne.GetComponent <AudioListener>();
        cameraTwoAudioLis = cameraTwo.GetComponent <AudioListener>();

        //Grab scene controller
        sceneController = GameObject.Find("SceneController").GetComponent <Scene1Controller>();


        //Camera Position Set based on checkpoint phase
        cameraPositionChange(0);
        switch (sceneController.GetPhase())
        {
        case 1:
        case 2:
        case 3:
            vcam_1_2.Priority = 1;
            break;

        case 4:
            vcam_3.Priority = 1;
            break;

        case 5:
            vcam_4.Priority = 1;
            break;

        case 6:
            vcam_Boss.Priority = 1;
            break;

        default:
            Debug.Log("ERROR: Invalid phase.");
            break;
        }
    }
Esempio n. 5
0
    public EdgeCollider2D edge;  //Test

    // Start is called before the first frame update
    void Start()
    {
        routeToGo        = 0;
        tParam           = 0f;
        coroutineAllowed = true;
        speed            = P3_speed;
        sceneController  = GameObject.Find("SceneController").GetComponent <Scene1Controller>();
        // Initialize which path to take based on phase
        switch (sceneController.GetPhase())
        {
        case 5:
            path = 1;
            break;

        case 6:
            path = 2;
            break;

        default:
            path = 0;
            break;
        }
    }