public void Init(Sprite sprite, float time, InfosUI infos, Color bg) { GetComponent <RectTransform>().localRotation = Quaternion.identity; timer = time; bonus.sprite = sprite; img.color = bg; StartCoroutine(Decrease()); //ui = infos; }
void Start() { gManager = GameObject.FindObjectOfType <GameManager>(); bManager = GameObject.FindObjectOfType <BonusManager>(); iManager = GameObject.FindObjectOfType <InputsManager>(); infoUI = GameObject.FindObjectOfType <InfosUI>(); audioManager = GameObject.FindObjectOfType <AudioManager>(); spriteRenderer = GetComponent <SpriteRenderer>(); audioSource = GetComponent <AudioSource>(); colors = new int[4]; ShuffleColors(); maxLife += ApplicationDatas.Game.Bonus[Upgrades.LifeBonus]; infoUI.InitLife(maxLife); life = maxLife; movement.y = speed; //On set les effets des bonus bManager.OnBonusGet(BonusName.LIFE, new BonusManager.BonusAction(WinLife)); bManager.OnBonusGet(BonusName.MULTI_STRIKES, new BonusManager.BonusAction(() => gManager.StartMultiColors())); bManager.OnBonusLost(BonusName.MULTI_STRIKES, new BonusManager.BonusAction(() => gManager.StopMultiColors())); }