void Awake() { instance = this; //global script reference GlobalVars.GATHERING_TIMER = this; GlobalVars.GATHERING_PLAYTIME = GlobalVars.COLLECT_TIME; }
//super class constructor for powerups, should be called by all subclass constructors public PowerUp(string name, float?duration) { this.name = name; this.duration = duration; allZones = GlobalVars.GATHERING_ZONES; controller = GlobalVars.GATHERING_CONTROLLER; timer = GlobalVars.GATHERING_TIMER; level = GetPowerUpLevel(this); }
// Use this for initialization void Start() { findingTimeRemaining = GameObject.Find ("Controller").GetComponent<CollectionTimer> (); timeRemaining = findingTimeRemaining.GetTimeRemaining (); timeBarImage = GetComponent<Image> (); /*firstColor = new Color(100f/255f,160f/255f,42f/255f,1); secondColor = new Color (); thirdColor = new Color (); fourthColor = new Color ();*/ }
// Use this for initialization void Start() { findingTimeRemaining = GameObject.Find("Controller").GetComponent <CollectionTimer> (); timeRemaining = findingTimeRemaining.GetTimeRemaining(); timeBarImage = GetComponent <Image> (); /*firstColor = new Color(100f/255f,160f/255f,42f/255f,1); * secondColor = new Color (); * thirdColor = new Color (); * fourthColor = new Color ();*/ }
void Awake () { instance = this; //global script reference GlobalVars.GATHERING_TIMER = this; GlobalVars.GATHERING_PLAYTIME = GlobalVars.COLLECT_TIME; }
//sets the reference to the timer script public void setTimerInstance(CollectionTimer timerInstance) { this.timerInstance = timerInstance; }
public override Task Stop() { CollectionTimer.Dispose(); return(base.Stop()); }