// Update is called once per frame /* Contributors: Scott Kauker */ void Update() { //#TODO: Abstract the controller creation to not require gamemode logic if (Input.anyKey && Time.time - startTime > InputWaitDelay) { TransitionManager.Get().TransitionTo(SceneName); //Play a sound? shrug } }
// Update is called once per frame void Update() { // Changes by Alexander Bohlen //#TODO: Abstract the controller creation to not require gamemode logic if (Time.time - startTime > InputWaitDelay) { TransitionManager.Get().TransitionTo(SceneName); //Play a sound? shrug } }
/* Contributors: Scott Kauker */ private void Awake() { TransitionManager.Get().FadeIn(1.0f); State = GameState.WAITING_FOR_PLAYERS; if (instance == null) { instance = this; } players = new PlayerController[2]; //Hardcoded 2 player game, sue me gameObject.AddComponent <SoundManager>(); }
// Use this for initialization void Start() { startTime = Time.time; TransitionManager.Get().FadeIn(FadeInTime); }
/// <summary> /// Immediately restart the current level. /// Resets all objects and controls /// </summary> /* Contributors: Scott Kauker */ public void RestartLevel() { PlayersSwitched = !PlayersSwitched; TransitionManager.Get().TransitionTo(SceneManager.GetActiveScene().name); }