Esempio n. 1
0
        public void PreProcess(double t_CoinEarnStateForLevel, float t_UpgradeProgressionOfCoinEarn = 0)
        {
            m_TimeManagerReference  = TimeController.Instance;
            m_CoinEarnStateForLevel = t_CoinEarnStateForLevel;
            m_BufferTimeForCoinEarn = 0.1f - (0.09f * t_UpgradeProgressionOfCoinEarn);

            if (!m_IsCoinEarnControllerRunning)
            {
                m_NumberOfCoinEarnedOnThisLevel   = 0;
                m_NumberOfCoinStackedToUpdateInUI = 0;
                m_IsCoinEarnControllerRunning     = true;
                m_IsCoinEarnAllow = true;
                m_ListOfCoinInfo  = new List <CoinInfo> ();
                StartCoroutine(ControllerForCoinEarn());
            }
        }
Esempio n. 2
0
        private void Awake()
        {
            if (Instance == null)
            {
                Instance = this;
                DontDestroyOnLoad(gameObject);
            }
            else
            {
                Destroy(gameObject);
            }

            m_InitialTimeScaleOnGameStart      = Time.timeScale;
            m_InitialFixedDeltaTimeOnGameStart = Time.fixedDeltaTime;

            m_AbsoluteTimeScale = m_InitialTimeScaleOnGameStart;

            EnableAndDisableMonoBehaviour(false);
        }
Esempio n. 3
0
 private void OnEnable()
 {
     Reference = (TimeController)target;
 }