//Wait seconds before starting gameplay phase public IEnumerator getReady(float waitTime) { occupied = true; reset = false; AudioPeer.ap.startPlayingMusic(waitTime); //Begins music waitTime seconds prior to gameplay phase SlidingTextController.CreateSlidingText(AudioPeer.ap.album[AudioPeer.ap.selectClip_index].title, AudioPeer.ap.album[AudioPeer.ap.selectClip_index].artist, GameObject.Find("Player").transform.position); yield return(new WaitForSeconds(waitTime)); gm.currentState = GameManager.GameState.waiting; occupied = false; }
void Start() { //assign main erm reference if (erm != null) { Debug.LogError("more than one erm in scene"); } else { erm = EnemyRelayManager.erm; } FloatingTextController.Init(); SlidingTextController.Init(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); targets = new List <GameObject>(); clickTimes = new List <float>(); //init playerSave playerSave.init(); //load playerSaveData try { playerData.Load_Json(); } catch (System.Exception e) { //Something went wrong loading, player prefs did not match current save Debug.Log(e.ToString()); //Clear player prefs PlayerPrefs.DeleteAll(); //Load playerData.Load_Json(); } }