void Start() { LevelRandomizer tmp = GetComponent <LevelRandomizer>(); xOffset = tmp.xOffset; yOffset = tmp.yOffset; //print("offsets " + xOffset + " " + yOffset); daLight = GetComponent <WarningLightManager>(); Init(tmp.startX, tmp.startY, tmp.startZ, tmp.xTileSize, tmp.yTileSize, tmp.WarnForXManyFrames); }
void Start() { ship = GameObject.FindGameObjectWithTag("Ship").GetComponent <Ship>(); levelRandomizer = GameObject.FindGameObjectWithTag("SystemManager").GetComponent <LevelRandomizer>(); cameraScript = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraScript>(); timeManager = GameObject.FindGameObjectWithTag("SystemManager").GetComponent <TimeManager>(); continuesGUI = GameObject.FindGameObjectWithTag("ContinuesGUI").GetComponent <Text>(); gameOverSplash = GameObject.FindGameObjectWithTag("GameOverSplash"); finalRangeGUI = GameObject.FindGameObjectWithTag("FinalRangeGUI").GetComponent <Text>(); gameOverSplash.SetActive(false); UpdateContinuesGUI(); }
// Start is called before the first frame update void Start() { WarningLight.SetActive(false); DisabledRoomLight.SetActive(false); ActiveDisabledLights = new List <DisabledLightNode>(); LevelRandomizer tmp = GetComponent <LevelRandomizer>(); warnFramesCount = tmp.WarnForXManyFrames; if (warnFramesCount == 0) { warnFramesCount++; } }
void Start() { LevelRandomizer tmp = GetComponent <LevelRandomizer>(); warnFramesCount = tmp.WarnForXManyFrames; if (warnFramesCount == 0) { warnFramesCount++; } WarningLightManager tmp2 = GetComponent <WarningLightManager>(); WarningLight = tmp2.WarningLight; wMax = tmp2.wMax; wMin = tmp2.wMin; }
void Start() { blockCounter = 1; maxBlockAmount = Random.Range(4,6); randomLevelMizer = GetComponent<LevelRandomizer>(); currentLevel = Instantiate(startLevel, new Vector3(0,0,0), transform.rotation) as GameObject; SetSpawn(); StartCoroutine(SetLevel()); if(player.GetComponent<TutorialCheck>().tutorialOn == true){ afterSpecialLevel = afterStartLevel; player.GetComponent<TutorialCheck>().tutorialOn = false; } }
private void Start() { instance = this; LevelChunkSettings _lcs; float _addedHeight = 0f; int nOfChunks = 0; // while(nOfChunks<chunksAtATime){ // _lcs = Instantiate(SortNewChunk()) as LevelChunkSettings; // chunksLoaded.Add(_lcs); // _lcs.transform.position = Vector3.up * _addedHeight; // _lcs.transform.parent = transform; // _addedHeight += _lcs.height; // nOfChunks++; // } while(nOfChunks<chunksAtATime){ _lcs = Instantiate(initialChunks[nOfChunks]) as LevelChunkSettings; chunksLoaded.Add(_lcs); _lcs.transform.position = Vector3.up * _addedHeight; _lcs.transform.parent = transform; _addedHeight += _lcs.height; nOfChunks++; } }