void Start() { m_currentlevel = FindObjectOfType <PlayerCurrentNextPref>(); m_gameManager = FindObjectOfType <GameManagerController>(); InvokeRepeating("CallReleasechildEnemy", 0.1f, 5f); MaxnoOfenemey = m_currentlevel.GetPlayerNextLevel(); }
// Start is called before the first frame update void Start() { m_level = FindObjectOfType <PlayerCurrentNextPref>(); m_currentScore = FindObjectOfType <PlayerLevelControl>(); m_levelCompletion = FindObjectOfType <LeveLCompletion>(); // GetGameOveStatus(); }
// Start is called before the first frame update void Start() { controlpanel = FindObjectOfType <PanelControl>(); m_player = FindObjectOfType <PlayerCurrentNextPref>(); m_player.SetPlayerLevelCompleted(0); setGameOverinfo(false); setlevelComplete(false); }
// Start is called before the first frame update void Start() { m_gamemanager = FindObjectOfType <GameManagerController>(); m_nextlevel = FindObjectOfType <PlayerCurrentNextPref>(); m_No_of_enemys = 0; levelfill.fillAmount = 0; SetLevelHealth(); }
// Start is called before the first frame update void Start() { diamods = FindObjectOfType <PlayerCoinsPrefs>(); playernextlevel = FindObjectOfType <PlayerCurrentNextPref>(); ScoreControl = FindObjectOfType <PlayerLevelControl>(); leveLCompletion = FindObjectOfType <LeveLCompletion>(); damageamount = FindObjectOfType <AmountOfDamage>(); SetHealthdamage(); }
private void Start() { bigEnemyCoins = FindObjectOfType <PlayerCoinsPrefs>(); ScoreControl = FindObjectOfType <PlayerLevelControl>(); leveLCompletion = FindObjectOfType <LeveLCompletion>(); damageamount = FindObjectOfType <AmountOfDamage>(); m_playerpref = FindObjectOfType <PlayerCurrentNextPref>(); }
// Start is called before the first frame update void Start() { m_level = FindObjectOfType <PlayerCurrentNextPref>(); m_gamemanger = FindObjectOfType <GameManagerController>(); InvokeRepeating("CallInstiateobject", 1f, 5f); }
void Start() { m_level = FindObjectOfType <PlayerCurrentNextPref>(); Setlevel(); }
void Start() { m_levelCheck = FindObjectOfType <PlayerCurrentNextPref>(); CheckLevelCompleted(); }
void Start() { Score = 0; m_level = FindObjectOfType <PlayerCurrentNextPref>(); setTextmeshProdata(); }