public void RandomizeExit() { do { r = Random.Range(0, 5); }while (RunnerOne.GetComponent <ReachExit1>().r == r || RunnerTwo.GetComponent <ReachExit2>().r == r || temp == r); }
void Start() { reached = false; gameManager = GameObject.Find("GameManager"); GManager = gameManager.GetComponent <GameManager>(); levelCount = 0; paused = false; t = 0; levelCount = 1; exit [0] = GameObject.FindGameObjectWithTag("Exit1").transform; exit [1] = GameObject.FindGameObjectWithTag("Exit2").transform; exit [2] = GameObject.FindGameObjectWithTag("Exit3").transform; exit [3] = GameObject.FindGameObjectWithTag("Exit4").transform; exit [4] = GameObject.FindGameObjectWithTag("Exit5").transform; nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); MoveSpeed = nav.speed; otherScript = RunnerTwo.GetComponent <ReachExit2>(); r = Random.Range(0, 5); }
void Start() { RGlowColor = PlayerPrefs.GetString("GlowColor"); switch (RGlowColor) { case "Cyan": RColor = Color.cyan; break; case "Green": RColor = Color.green; break; case "Purple": RColor = Color.green; break; case "White": RColor = Color.white; break; } ScoreSpotlight.color = RColor; ScoreSpotlight.bounceIntensity = 8; Application.targetFrameRate = 30; //PlayerPrefs.DeleteAll(); Time.timeScale = 0; ScoreSpotlight.GetComponent <Animator>().enabled = false; //Taking saved Highscore level = PlayerPrefs.GetInt("Level"); switch (level) { case 1: HighScore = PlayerPrefs.GetInt("L1HighScore"); break; case 2: HighScore = PlayerPrefs.GetInt("L2HighScore"); break; } score = 0; CheckSound(); //Initializing other variables RunnerOneScript = RunnerOne.GetComponent <ReachExit1> (); RunnerTwoScript = RunnerTwo.GetComponent <ReachExit2> (); BonusRunnerScript = BonusRunner.GetComponent <BonusReachExit> (); RunnerOneScript.r = 3; RunnerTwoScript.r = 4; Physics.IgnoreCollision(RunnerOne.GetComponent <Collider> (), RunnerTwo.GetComponent <Collider> ()); //Runners will pass through each other // PauseScreen = GameObject.FindGameObjectWithTag ("PauseScreen"); // GameOver = GameObject.FindGameObjectWithTag("GameOverPanel"); PauseButton.SetActive(false); CountDown.SetActive(false); GameOver.SetActive(false); PauseScreen.SetActive(false); BonusRunner.SetActive(false); paused = false; gameOver = false; timer = 0; scoreInterval = 0.1f; //COUNTING countText = CountDown.GetComponent <TextMeshProUGUI>(); StartCoroutine(GetReady()); }