// Use this for initialization protected virtual void Start() { level = gameObject.GetComponent <LevelBasic> (); toBeSpawned = level.toBeSpawned; LoadList(); level.LevelSetup(); }
//private float tier1offset = 3f; //private float tier2offset = 2.5f; //private float tier3offset = 2f; //private float tier4offset = 2f; //private float currentTierOffset; //private float pointPerTime; // Use this for initialization protected virtual void Start() { level = gameObject.GetComponent <LevelBasic> (); toBeSpawned = level.toBeSpawned; level.score = 1f; level.scoreModifier = quicknessScale; //currentTierOffset = tier1offset; currentTierDecayRate = tier1DecayRateFactor; GameDataManger.manager.ShowTip(19); NextSpawn(); }
// Use this for initialization void Start() { level = GameDataManger.manager.gameController.level; tTf = level.gc.playerTf; tRb = tTf.GetComponent <Rigidbody> (); tf = GetComponent <Transform> (); if (type == false) { typeMod = -1; power = attractPower; GameObject part = (GameObject)Instantiate(attPart, tf, false); particlePackage = part; } if (type == true) { typeMod = 1; power = repulsePower; GameObject part = (GameObject)Instantiate(repPart, tf, false); particlePackage = part; } radiusSquared = radius * radius; }