// Set the text public void Start() { // Get a reference to the text component. m_TextComponent = GetComponent <TMP_Text>(); // Get the statistics object that counts the numbers of infected/dead etc players levelStats = LevelStats.GetActiveLevelStats(); // the number in the text is set by the level stats m_TextComponent.text = levelStats.GetInfected().ToString(); }
public void Start() { LevelSettings = LevelSettings.GetActiveLevelSettings(); // Get the statistics object that counts the number of infected humans // and initialize it. levelStats = LevelStats.GetActiveLevelStats(); // Reset the level stats if it was active. // This is necessary if we restart from a previous run. levelStats.Reset(); }
// Set the text public void Start() { // Get a reference to the text component. m_TextComponent = GetComponent <TMP_Text>(); // Get the statistics object that counts the numbers of infected/dead etc players levelStats = LevelStats.GetActiveLevelStats(); // We count the exposed and infected as one, since humans get first exposed // and then infected, we print the exposed only // the number in the text is set by the level stats m_TextComponent.text = levelStats.GetExposed().ToString(); }
/// <summary> /// Start is called on the frame when a script is enabled just before any of the Update methods are called the first time. /// </summary> public virtual void Start() { // Get the statistics object that counts the numbers of infected/dead etc players levelStats = LevelStats.GetActiveLevelStats(); // We want to change smiley's images and do not want use GetComponent again // and again in the corresponding function mySpriteRenderer = GetComponent <SpriteRenderer>(); myRigidbody = GetComponent <Rigidbody2D>(); // The player and npc class set their corresponding sprite images SetSpriteImages(); // _initialCondition may have been modified by base classes // this becomes _mycondition during Start() SetCondition(_initialCondition); }
public void StartCampaign() { // Play Now Button has been pressed, here you can initialize your game // Get the statistics object that counts the number of infected humans // and initialize it. LevelStats levelStats = LevelStats.GetActiveLevelStats(); // Reset the level stats if it was active. // This is necessary if we restart from a previous run. levelStats.Reset(); // Initialize the level stats. levelStats.Init(LevelSettings.NumberOfNPCs); // Load the Scene for levelgethome UnityEngine.SceneManagement.SceneManager.LoadScene("StartScreenLevelgethome"); }