public void Start() { infiniteObjectGenerator = InfiniteObjectGenerator.instance; guiManager = GUIManager.instance; dataManager = DataManager.instance; audioManager = AudioManager.instance; powerUpManager = PowerUpManager.instance; missionManager = MissionManager.instance; inputController = InputController.instance; cameraController = CameraController.instance; coinGUICollection = CoinGUICollection.instance; Application.runInBackground = runInBackground; activeCharacter = -1; SpawnCharacter(); SpawnChaseObject(); }
public void Awake() { instance = this; }
public void Start() { dataManager = DataManager.instance; activeMissions = new MissionType[3]; // 3 active missions at a time scoreMultiplier = 1; for (int i = 0; i < activeMissions.Length; ++i) { activeMissions[i] = (MissionType)PlayerPrefs.GetInt(string.Format("Mission{0}", i), -1); // there are no active missions if the game hasn't been started yet if ((int)activeMissions[i] == -1) { activeMissions[i] = (MissionType)(i * 4); // 4 missions per set } scoreMultiplier += ((int)activeMissions[i] % 4) * scoreMultiplierIncrement; } if (instantGUINotification) { guiManager = GUIManager.instance; instantNotificationDelay = new WaitForSeconds(instantGUINotificationUpdateInterval); GameManager.instance.OnStartGame += StartGame; } }
public void Start() { guiManager = GUIManager.instance; socialManager = SocialManager.instance; missionManager = MissionManager.instance; staticData = StaticData.instance; score = 0; levelCoins = 0; levelSecondaryCoins = 0; collisions = 0; hasBeenRevived = false; totalCoins = PlayerPrefs.GetInt("Coins", 0); totalSecondaryCoins = PlayerPrefs.GetInt("SecondaryCoins", 0); currentPowerupLevel = new int[(int)PowerUpTypes.None]; for (int i = 0; i < (int)PowerUpTypes.None; ++i) { currentPowerupLevel[i] = PlayerPrefs.GetInt(string.Format("PowerUp{0}", i), 0); if (currentPowerupLevel[i] == 0 && GameManager.instance.enableAllPowerUps) { currentPowerupLevel[i] = 1; } } // first character is always available PurchaseCharacter(0); }