// number of pickups // score that adds all criteria // Start is called before the first frame update void Start() { player = GameObject.FindObjectOfType <RedCharacter>(); // load values into these stat objects from save file saveFile = GameObject.FindObjectOfType <SaveFile>(); foreach (PlayerStats stat in saveFile.data.profileData) { if (stat.profileName == player.name) { playerStats = stat; break; } } terrain = GameObject.FindObjectOfType <TerrainGenerator>(); player.jumpEvent = new UnityEngine.Events.UnityEvent(); player.m_GroundCheck.landEvent = new BlockEvent(); player.jumpEvent.AddListener(PlayerJumped); player.m_GroundCheck.landEvent.AddListener(PlayerLanded); player.death.AddListener(PlayerDied); speedSamples = new Queue <float>(); blockTimes = new Queue <float>(); startTime = Time.time; StartCoroutine(SpeedUpdater()); GameManager.OnReset += Reset; }
public void ChangeJumpHeight() { redChar = FindObjectOfType <RedCharacter>(); if (redChar.m_JumpStrength < 20) { redChar.m_JumpStrength += jumpHeight; } }
public void ChangeSpeed() { redChar = FindObjectOfType <RedCharacter>(); if (redChar.m_RunSpeed < 15) { redChar.m_RunSpeed += speed; } }
private void Start() { redChar = FindObjectOfType <RedCharacter>(); preciousSpeed = redChar.m_RunSpeed; preciousJump = redChar.m_JumpStrength; }
private void Start() { bmpLoader = new BMPLoader(); character = (RedCharacter)(GameManager.Instance.MainCharacter); }