void Awake() { // Setup the Main Camera Application.targetFrameRate = 150; float distance = transform.position.z - GameplayCamera.transform.position.z; ScreenHeight = CameraUtils.FrustumHeightAtDistance(distance, GameplayCamera.fieldOfView); ScreenBounds = ScreenHeight * GameplayCamera.aspect * 0.5f; // Setup input callbacks GameInput.OnTap += HandleOnTap; GameInput.OnHold += HandleOnHold; // Initialize the game mActiveObjects = new List <GameObject>(); mTargetsList = new Queue <int>(); mCurrentDifficulty = GetComponentInChildren <DifficultyCurve>(); mPlayerCharacter = GetComponentInChildren <PlayerCharacter>(); mGameStatus = State.TapToStart; mMissedEnemies = 0; Paused = false; // Precalculate Bonus weight sum to avoid calculations each frame. for (int i = 0; i < BonusTypes.Length; i++) { mBonusWeightsSum += BonusTypes[i].weight; } }
public void Calculate() { if (Cam != null) { Height = CameraUtils.FrustumHeightAtDistance(Cam.farClipPlane - 1.0f, Cam.fieldOfView); Width = Height * Cam.aspect; //transform.localScale = new Vector3(Width * 0.1f, 1.0f, Height * 0.1f); } }
void Awake() { if (GameObject.Find("UserData(Clone)") == null) { Instantiate(Resources.Load("Prefabs/UserData"), new Vector3(0, 0, 0), Quaternion.identity); } float distance = transform.position.z - GameplayCamera.transform.position.z; ScreenHeight = CameraUtils.FrustumHeightAtDistance(distance, GameplayCamera.fieldOfView); ScreenBounds = ScreenHeight * GameplayCamera.aspect * 0.5f; }
void Awake() { float distance = transform.position.z - GameplayCamera.transform.position.z; ScreenHeight = CameraUtils.FrustumHeightAtDistance(distance, GameplayCamera.fieldOfView); ScreenBounds = ScreenHeight * GameplayCamera.aspect * 0.5f; GameInput.OnTap += HandleOnTap; GameInput.OnSwipe += HandleOnSwipe; GameInput.OnKeyPress += HandleKeyPress; //mActiveEnemies = new List<GameObject>(); mCurrentDifficulty = GetComponentInChildren <DifficultyCurve>(); mPlayerCharacter = GetComponentInChildren <PlayerCharacter>(); mGameStatus = State.TapToStart; mGameOverTime = Time.timeSinceLevelLoad; mMissedEnemies = 0; Paused = false; }
void Awake() { //This should only be true when running game from Unity as the game usually loads from the Overworld. if (GameObject.Find("UserData(Clone)") == null) { Instantiate(Resources.Load("Prefabs/UserData"), new Vector3(0, 0, 0), Quaternion.identity); } float distance = transform.position.z - GameplayCamera.transform.position.z; ScreenHeight = CameraUtils.FrustumHeightAtDistance(distance, GameplayCamera.fieldOfView); ScreenBounds = ScreenHeight * GameplayCamera.aspect * 0.5f; GameInput.OnTap += HandleOnTap; GameInput.OnSwipe += HandleOnSwipe; GameInput.OnTilt += HandleOnTilt; mActiveEnemies = new List <GameObject>(); mCurrentDifficulty = GetComponentInChildren <DifficultyCurve>(); mPlayerCharacter = GetComponentInChildren <PlayerCharacter>(); mGameStatus = State.TapToStart; mGameOverTime = Time.timeSinceLevelLoad; mMissedEnemies = 0; Paused = false; UserData.ResetLevelPoints(); }