public float _timeLeft = TimeValue; //how much time is left? // Use this for initialization void Start() { //set basics _flowScript = FindObjectOfType <GameFlowScript>(); _trackingManager = FindObjectOfType <TrackingManager>(); _timeLeft = TimeDebug; //if not in debug mode, use non-debug values if (!_debugMode) { controls = _flowScript.controlSchemeToSet; _timeLeft = TimeValue; } //freeze the game until the player clicks to start it Time.timeScale = 0; //prevent the screen from timing out or rotating Screen.sleepTimeout = SleepTimeout.NeverSleep; Screen.orientation = ScreenOrientation.Portrait; //get the camera, and zoom it out so the player can see everything Camera mainCam = FindObjectOfType <Camera>(); while (mainCam.WorldToScreenPoint(new Vector3(24, 40, 24)).x > Screen.width) { mainCam.orthographicSize = mainCam.orthographicSize + 0.5f; } SetTutorialText(); }
// Use this for initialization void Start() { _flowScript = FindObjectOfType <GameFlowScript>(); }