// Use this for initialization void Start() { bananaRespawDeltaY = GameManager.Instance.BananaSpawDeltaY; brainRespawDeltaY = GameManager.Instance.BrainSpawDeltaY; waypoints = new GameObject[numberOfWaypoints]; float currentWaypointPosition = initialXPosition; for (int i = 0; i < numberOfWaypoints; i++) { waypoints [i] = Instantiate(waypointToInstantiate) as GameObject; waypoints [i].transform.parent = gameObject.transform; waypoints[i].transform.Translate(currentWaypointPosition, waypoints [i].transform.parent.position.y, 0); currentWaypointPosition += waypointsInterval; } bananaPool = new GameObject[bananaPoolSize]; for (int i = 0; i < bananaPoolSize; i++) { bananaPool [i] = Instantiate(bananaToInstantiate) as GameObject; bananaPool [i].transform.parent = world.transform; bananaPool [i].SetActive(false); } brainPool = new GameObject[brainPoolSize]; for (int i = 0; i < brainPoolSize; i++) { brainPool [i] = Instantiate(brainToInstantiate) as GameObject; brainPool [i].transform.parent = world.transform; brainPool [i].SetActive(false); } respaw = RespawPatternHolder.Instance; }
void Awake() { DontDestroyOnLoad(this.gameObject); _instance = this; }