public void Awake() { instance = this; }
public void Start() { dataManager = DataManager.instance; infiniteObjectManager = InfiniteObjectManager.instance; infiniteObjectManager.Init(); infiniteObjectHistory = InfiniteObjectHistory.instance; infiniteObjectHistory.Init(infiniteObjectManager.GetTotalObjectCount()); sectionSelection = SectionSelection.instance; chaseController = ChaseController.instance; moveDirection = Vector3.forward; spawnDirection = Vector3.forward; turnPlatform = new PlatformObject[(int)ObjectLocation.Last]; turnIndex = new int[(int)ObjectLocation.Last]; turnScene = new SceneObject[(int)ObjectLocation.Last]; sceneTurnIndex = new int[(int)ObjectLocation.Last]; infiniteObjectManager.GetObjectSizes(out platformSizes, out sceneSizes, out largestSceneLength); infiniteObjectManager.GetObjectStartPositions(out platformStartPosition, out sceneStartPosition); stopObjectSpawns = false; spawnData = new ObjectSpawnData(); spawnData.largestScene = largestSceneLength; spawnData.useWidthBuffer = true; spawnData.section = 0; spawnData.sectionTransition = false; noCollidableProbability.Init(); ShowStartupObjects(GameManager.instance.showTutorial); SpawnObjectRun(true); GameManager.instance.OnStartGame += StartGame; }
private void SpawnChaseObject() { GameObject prefab; if ((prefab = dataManager.GetChaseObjectPrefab()) != null) { chaseController = (GameObject.Instantiate(prefab) as GameObject).GetComponent<ChaseController>(); } }
public void Awake() { instance = this; }