/*IEnumerator WaitForTenSeconds() { * Debug.Log("In the CoRoutine"); * yield return new WaitForSeconds(10); * Debug.Log("Ten Seconds Over"); * if ((mReconstructionBehaviour != null) && (mReconstructionBehaviour.Reconstruction != null)) * { * Debug.Log("Stopping the reconstruction"); * mReconstructionBehaviour.Reconstruction.Stop(); * } * }*/ void stopReconstruction() { if ((mReconstructionBehaviour != null) && (mReconstructionBehaviour.Reconstruction != null)) { Debug.Log("Stopping the reconstruction"); mReconstructionBehaviour.Reconstruction.Stop(); } topPanel.SetActive(!topPanel.activeInHierarchy); //menuButton.SetActive (!menuButton.activeInHierarchy); Animator meshToClearAnimator = this.GetComponentInChildren <Animator> (); meshToClearAnimator.Play("FadeMeshToClear"); greenKart.SetActive(true); //newCar.SetActive(true); CountDownScript countDown = GameObject.FindObjectOfType <CountDownScript> (); //countDown.timeLeft = 60.0f; countDown.timeLeft = GameObject.FindObjectOfType <TimeBetweenScenes>().TimeForRound; countDown.runScript = true; CoinSpawningSystem css = GameObject.FindObjectOfType <CoinSpawningSystem> (); css.setCoinSpawnEnabled(true); //GameObject.Find ("GoButton").SetActive (false); goButton.SetActive(!goButton.activeInHierarchy); resetButton.SetActive(!resetButton.activeInHierarchy); bottomPanel.SetActive(true); }
// Handler for when the user clicks "Go!" to start the game. Ends construction of the ground mesh public void stopReconstruction() { if ((mReconstructionBehaviour != null) && (mReconstructionBehaviour.Reconstruction != null)) { Debug.Log("Stopping the reconstruction"); mReconstructionBehaviour.Reconstruction.Stop(); } // Activate the top panel for in-game play topPanel.SetActive(!topPanel.activeInHierarchy); // Fades mesh to clear Animator meshToClearAnimator = this.GetComponentInChildren <Animator> (); meshToClearAnimator.Play("FadeMeshToClear"); // Player appears on the screen greenKart.SetActive(true); // Sets the timer for the round CountDownScript countDown = GameObject.FindObjectOfType <CountDownScript> (); float timeForRound = 30f; if (GameObject.FindObjectOfType <TimeBetweenScenes> () != null) { timeForRound = GameObject.FindObjectOfType <TimeBetweenScenes> ().TimeForRound; } countDown.timeLeft = timeForRound; countDown.runScript = true; // Starts spawning coins CoinSpawningSystem css = GameObject.FindObjectOfType <CoinSpawningSystem> (); css.setCoinSpawnEnabled(true); // Set necessary panels active or inactive goButton.SetActive(false); resetButton.SetActive(false); controls.SetActive(true); // Play the in game music GameObject.FindObjectOfType <SoundController>().playInGameMusic(); }
void startMatch() { // Sets the timer for the round CountDownScript countDown = GameObject.FindObjectOfType <CountDownScript> (); float timeForRound = 30f; if (GameObject.FindObjectOfType <TimeBetweenScenes> () != null) { timeForRound = GameObject.FindObjectOfType <TimeBetweenScenes> ().TimeForRound; } countDown.timeLeft = timeForRound; countDown.runScript = true; // Starts spawning coins CoinSpawningSystem css = GameObject.FindObjectOfType <CoinSpawningSystem> (); css.setCoinSpawnEnabled(true); // Play the in game music GameObject.FindObjectOfType <SoundController>().playInGameMusic(); }