public void ui_score_off() { se.PlayOneShot(se_on); UI_Score.SetActive(false); finish.set_p_false(); played_ = finish.get_played(); }
void Start() { UIscore = GetComponentInChildren <UI_Score>(); UIlives = GetComponentInChildren <UI_Lives>(); UIlives.UpdateLives(lives); UIscore.UpdateScore(score); }
void Start () { //初期化 main = this; Score = 0; Chain = 0; ChainText.gameObject.SetActive( false ); }
void Start() { UI_Score s = FindObjectOfType <UI_Score>(); if (s != null) { ui_score = s.GetComponent <Text>(); } }
void Start() { //初期化 main = this; Score = 0; Chain = 0; ChainText.gameObject.SetActive(false); }
public float oppositeThreshhold = 0; // How precisely does the analog stick have to be pressed in the opposite direction it was previously? // Start is called before the first frame update void Start() { forward = Camera.main.transform.forward; // Use cameras forward vector, makes forward movement of "north" forward.y = 0; // Ensure y-value is always zero (No up and down movement) forward = Vector3.Normalize(forward); // Normalizes forward vector, makes lenght of forward vector 1 // right = Quaternion.Euler(new Vector3(0, 90, 0)) * forward; // Makes right vector basically -45 degrees from the world axis audioManager = FindObjectOfType <AudioManager>(); ui_score = FindObjectOfType <UI_Score>(); }
// Use this for initialization void Start() { main = this; ChainText.gameObject.SetActive( false ); }