// Start is called before the first frame update void Start() { _timeNextLeftKey = Time.time + _timeRepeatRateLeftKey; _timeNextRightKey = Time.time + _timeRepeatRateRightKey; _timeNextDownKey = Time.time + _timeRepeatRateDownKey; _dropTimeInterval = _timeInterval; _dropTimeEdgeInterval = _timeEdgeInterval; _dropTimeEnemyInterval = _timeEnemyInterval; _dropTimeEnemySpawnInterval = _timeEnemySpawnInterval; _dropTimeEnemyFastSpawnInterval = _timeEnemyFastSpawnInterval; _dropTimeScoreInterval = _timeScoreInterval; _backgroundGrid = FindObjectOfType <BrickMenu_BackgroundGrid>(); _menuOptions = FindObjectOfType <BrickMenu_Option>(); if (!_menuOptions) { Debug.Log("not assign object"); } _menuOptions.gameObject.SetActive(false); _audioManager = FindObjectOfType <BrickMenu_AudioManager>(); if (!_audioManager) { Debug.Log("not assign object"); } _animator = GetComponent <Animator>(); if (!_animator) { Debug.Log("not assign object"); } if (_pausePanel) { _pausePanel.SetActive(false); } _animator.SetTrigger("menu_start"); PlaySound(_audioManager.gameOn, 0.2f); }
private void SceneSpriteClear() { BrickMenu_Option sprite = FindObjectOfType <BrickMenu_Option>(); sprite.gameObject.SetActive(false); }