// Use this for initialization void Start() { BlamingBlakeManagerScript = manager.GetComponent<BlamingBlakeManager>(); totalCount = 0; //BlamingBlakeTurnOnOptionsScript = options.GetComponent<BlakeTurnOnOptions>(); correctCount = 0; speed = 1.0f; //x.SetActive(false); hitSlot = false; turnOnBlame = false; finishedSeqRef = false; column5Ref = false; colorsWhiteRef = false; }
// Use this for initialization void Start() { BlamingBlakeManagerScript = manager.GetComponent<BlamingBlakeManager>(); }
// Use this for initialization void Start() { //phase = 0; //Debug.Log("Phase: " + phase); Instance = this; //notepad.SetActive(false); Sherlock.Instance.SetBubblePosition (Sherlock.side.DOWN); //set cont to true if you want to use the WaitforInput coroutine cont = true; turnOffPanels = false; sherTapObj = 0; newPanels = false; correctCountRef = 0; turnOnBlameRef = false; hitSlot = false; finishedSequence = false; column1 = false; column2 = false; column3 = false; column4 = false; column5 = false; reset = false; colorsWhiteRef = false; lightsOn = false; jRef = 0; numSlotsCor = 0; playSeqRef = 0; redDotted1.SetActive(false); redDotted2.SetActive(false); redDotted3.SetActive(false); redDotted4.SetActive(false); blameSequence.SetActive(false); highlights.SetActive(false); /*myLevels = new GameObject[numLevels]; //find first level, or MaxLevel0 //myLevels[0] = GameObject.Find("MaxLevel0"); //fill up myLevels with remaining //int i = 1; for (int i = 0 ; i < numLevels ; i++)//(GameObject.Find("MaxLevel" + i.ToString()) !=null) { myLevels[i] = GameObject.Find("MaxLevel" + i.ToString()); myLevels[i].SetActive(false); }*/ // Find assocciated minigame minigame = GetComponent<Minigame>(); // Show the instructions of the minigame if (minigame != null && minigame.StartConversation() == false) { Debug.Log("S: Let's help Max make new choices based on what he already likes. Max will give you a description for each category, you choose something similar."); } //StartCoroutine(WaitForInput("nextLevel")); //turnOffPanels = true; playSeqRef = options.GetComponent<BlakeTurnOnOptions>().playSeq; nextLevel(); }
// Use this for initialization void Start() { BlamingBlakeManagerScript = manager.GetComponent<BlamingBlakeManager>(); hitSlot = false; }