// Use this for initialization void Start() { mapdynamicloading = transform.GetComponent <MapDynamicLoading> (); state = mapStates.WaitforReset; SecondsOfWaitReset = mapdynamicloading.originTimeToReset; timeOfReset = mapdynamicloading.originTimeToReset; SecondsOfWaitCollapse = mapdynamicloading.originTimeToCollapse; timeOfCollapse = mapdynamicloading.originTimeToReset + mapdynamicloading.originTimeToCollapse; SecondsOfCollapse = mapdynamicloading.originTimeToCFinish; timeOfFinishCollapse = mapdynamicloading.originTimeToReset + mapdynamicloading.originTimeToCollapse + mapdynamicloading.originTimeToCFinish; }
// Use this for initialization void Start () { state = mapStates.WaitforReset; combineMesh = gameObject_map.GetComponent<CombineMesh>(); mapdynamicloading = gameObject_map.GetComponent<MapDynamicLoading>(); eachChunckSize = combineMesh.ChunkSize; SecondsOfWaitReset = mapdynamicloading.originTimeToReset; timeOfReset = mapdynamicloading.originTimeToReset; SecondsOfWaitCollapse = mapdynamicloading.originTimeToCollapse; timeOfCollapse = mapdynamicloading.originTimeToReset + mapdynamicloading.originTimeToCollapse; SecondsOfCollapse = mapdynamicloading.originTimeToCFinish; timeOfFinishCollapse = mapdynamicloading.originTimeToReset + mapdynamicloading.originTimeToCollapse + mapdynamicloading.originTimeToCFinish; circle_green.SetActive(false); circle_red.SetActive(false); GameOver.SetActive(false); }