private void Awake() { _instance = this; UpdateScore(50); EndCanvas.planeDistance = 0; UICanvas.planeDistance = 1; }
// Start is called before the first frame update void Start() { sceneControl = GameObject.Find("SceneController").GetComponent <Scene1Controller>(); cutsceneAnimator = gameObject.GetComponent <Animator>(); player = GameObject.FindWithTag("ActivePlayer"); timestart = Time.time; }
public void ResetCheckpoints() { switch (currentLevel) { case 1: Scene1Controller.ResetCheckpoints(); break; } }
//public GameObject[] levels; need 2 for phases 3 and 4 // assimiate code from Scroll_background void Start() { timer = 0; subTimer = 0; //Get Camera Listeners cameraOneAudioLis = cameraOne.GetComponent <AudioListener>(); cameraTwoAudioLis = cameraTwo.GetComponent <AudioListener>(); //Grab scene controller sceneController = GameObject.Find("SceneController").GetComponent <Scene1Controller>(); //Camera Position Set based on checkpoint phase cameraPositionChange(0); switch (sceneController.GetPhase()) { case 1: case 2: case 3: vcam_1_2.Priority = 1; break; case 4: vcam_3.Priority = 1; break; case 5: vcam_4.Priority = 1; break; case 6: vcam_Boss.Priority = 1; break; default: Debug.Log("ERROR: Invalid phase."); break; } }
public EdgeCollider2D edge; //Test // Start is called before the first frame update void Start() { routeToGo = 0; tParam = 0f; coroutineAllowed = true; speed = P3_speed; sceneController = GameObject.Find("SceneController").GetComponent <Scene1Controller>(); // Initialize which path to take based on phase switch (sceneController.GetPhase()) { case 5: path = 1; break; case 6: path = 2; break; default: path = 0; break; } }