// MonoBehaviors public void Awake() { //this voodoo makes sure the singleton instance is set //wish it didn't need to be done this way, but oh well inst.enabled = inst.enabled; if (SceneSetup.inst != null) { canUseStasis = SceneSetup.inst.canUseStasis; canUseDash = SceneSetup.inst.canUseDash; endTimerLength = SceneSetup.inst.endTimerLength; m_useEndTimer = SceneSetup.inst.useEndTimer; m_endTimer = endTimerLength; } if (playerObj != null) { playerObj.GetComponent <Entity> ().died += killPlayer; playerScript = playerObj.GetComponent <Player>(); playerAnimator = playerObj.GetComponent <Animator>(); Controller.setPlayer(playerObj.GetComponent <Controller> ()); } codeEnumNames = System.Enum.GetNames(typeof(CodeName)); //make sure there's a TransitionBuddy TransitionBuddy.getInstance(); controlManager.setAsPrimary(); }
private IEnumerator endDelay() { yield return(new WaitForSecondsRealtime(finalDelayTime)); TransitionBuddy.getInstance().endCurrentScene(nextScene); }