Наследование: MonoBehaviour
Пример #1
0
    // Update is called once per frame
    void Update()
    {
        //Draw the current score
        scoreText.text = "SCORE: " + Globals.score.ToString();

        //Kick in the next scene transistion on key press
        if (Input.GetKey(Globals.inputK1["action"]) || Input.GetKey(Globals.inputK2["action"]) || Input.GetButtonDown(Globals.inputJ1["action"]) || Input.GetButtonDown(Globals.inputJ2["action"]))
        {
            //Create the transistion fader and
            GameObject    myTransistion   = Instantiate(transistionSprite, new Vector2(0, 0), transform.rotation);
            FadeInFadeOut myFadeInFadeout = myTransistion.GetComponent <FadeInFadeOut>();
            myFadeInFadeout.fadeDir   = 1;
            myFadeInFadeout.fadeTimer = 0;
            startNextLevelTransition  = true;
        }

        if (startNextLevelTransition)
        {
            nextLevelTimer -= Time.deltaTime;
            if (nextLevelTimer <= 0)
            {
                //Increase the numeric level counter by 1.
                Globals.currentLevel += 1;

                //Handle reaching the end of the levels
                if (Globals.currentLevel > 4)
                {
                    Globals.currentLevel = 1;
                }
                //Load scene based on numeric level.
                SceneManager.LoadScene(Globals.levelToScene[Globals.currentLevel]);
            }
        }
    }
Пример #2
0
    IEnumerator Wait()
    {
        yield return(new WaitForSeconds(delayToStart));

        if (theGameObject.GetComponent <FadeInFadeOut>() != null)
        {
            theGameObject.GetComponent <FadeInFadeOut>().FadeIn();

            yield return(new WaitForSeconds(delayToFadeOut));

            theGameObject.GetComponent <FadeInFadeOut>().FadeOut();
        }
        else
        {
            FadeInFadeOut fd = theGameObject.AddComponent <FadeInFadeOut>();
            fd.gameObjectsToFade    = new Image[1];
            fd.gameObjectsToFade[0] = theGameObject.GetComponent <Image>();
            fd.fadeTime             = delayToFadeOut;
            fd.maxAlpha             = 1f;
            fd.FadeIn();

            yield return(new WaitForSeconds(delayToFadeOut));

            fd.FadeOut();
        }
    }
Пример #3
0
        protected override void LoadContent()
        {
            SpriteBatch = new SpriteBatch(GraphicsDevice);
            DataLoader.Initialize();

            _map    = DataLoader.AddTilemap(@"C\Maps\testing_map", @"C\Maps\default_setting");
            _testp1 = new RedPlayer("#player1", new Position(200, 200), @"C\Chars\Red\w_0_1");
            _testp1.FollowCamera     = true;
            _testp1.AssociatedPlayer = PlayerIndex.One;
            _testp1.Initialize();
            _testp2 = new TestPlayer("#player2", 200, 220, @"C\Tiles\blue");
            _testp2.FollowCamera     = true;
            _testp2.AssociatedPlayer = PlayerIndex.Two;
            _testp2.Initialize();
            _testp3 = new TestPlayer("#player3", 200, 220, @"C\Tiles\yellow");
            _testp3.FollowCamera     = true;
            _testp3.AssociatedPlayer = PlayerIndex.Two;
            _testp3.Initialize();
            _testp4 = new TestPlayer("#player4", 200, 220, @"C\Tiles\red");
            _testp4.FollowCamera     = true;
            _testp4.AssociatedPlayer = PlayerIndex.Two;
            _testp4.Initialize();


            _intro           = new FadeInFadeOut("intro_text", 400, 300, @"C\Title");
            _playButton      = new Button("play_button", 400, 300, @"C\UI\PlayButton");
            _charSelBg1      = new Sprite("bg_1", 400, 300, @"C\UI\CharSelBg1");
            _charSelBg2      = new Sprite("bg_2", 400, 300, @"C\UI\CharSelBg2");
            _charSelFg1      = new Sprite("fg_1", 400, 300, @"C\UI\CharSelFg1");
            _charSelP1Marker = new Sprite("cs_p1m", 0, 0, @"C\UI\CharSelP1Marker");
            _charSelP2Marker = new Sprite("cs_p2m", 0, 0, @"C\UI\CharSelP2Marker");
            _charSelP3Marker = new Sprite("cs_p3m", 0, 0, @"C\UI\CharSelP3Marker");
            _charSelP4Marker = new Sprite("cs_p4m", 0, 0, @"C\UI\CharSelP4Marker");

            Program.Controller1 = new ControllerState(PlayerIndex.One);
            Program.Controller2 = new ControllerState(PlayerIndex.Two);
            Program.Controller3 = new ControllerState(PlayerIndex.Three);
            Program.Controller4 = new ControllerState(PlayerIndex.Four);

            _n03.Set(null, _n02, null, _n07);
            _n07.Set(null, _n05, _n03, null);
            _n02.Set(_n03, _n06, null, _n05);
            _n05.Set(_n07, _n04, _n02, null);
            _n06.Set(_n02, null, null, _n04);
            _n04.Set(_n05, null, _n06, null);
            _selectionNodes.Add(_n03);
            _selectionNodes.Add(_n07);
            _selectionNodes.Add(_n02);
            _selectionNodes.Add(_n05);
            _selectionNodes.Add(_n04);
            _selectionNodes.Add(_n06);

            Objects.Add(_intro);
            //WaveObject wo = new WaveObject("#wave1",new Position(100,100), 20, 200, 5, 0.005);
            //WaveObject wo2 = new WaveObject("#wave1", new Position(100, 100), 20, 200, 5, 0.005);
            //wo.CreateWave(new string[] { @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\head" });
            //wo2.CreateWave(new string[] { @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\stick", @"C\Chars\Yellow\GoldenSerpents\head" },Math.PI);
            //Objects.Add(wo);
            //Objects.Add(wo2);
        }
Пример #4
0
    public void TransitionToLevel()
    {
        int currentLevelIndex = SceneManager.GetActiveScene().buildIndex;

        currentLevelIndex++;
        StartCoroutine(FadeInFadeOut.TransitionLevel(false, currentLevelIndex));
    }
Пример #5
0
 // Start is called before the first frame update
 void Start()
 {
     if (!depression)
     {
         StartCoroutine(FadeInFadeOut.TransitionLevel(true));
     }
 }
Пример #6
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (keyMoment && collision.gameObject.name == "Player")
     {
         if (fireflyController.denialGained)
         {
             StartCoroutine(FadeInFadeOut.TransitionLevel(false, 6));
         }
         else if (fireflyController.angerGained)
         {
             StartCoroutine(FadeInFadeOut.TransitionLevel(false, 7));
         }
         else if (fireflyController.bargainingGained)
         {
             StartCoroutine(FadeInFadeOut.TransitionLevel(false, 8));
         }
         else if (!fireflyController.denialGained && !fireflyController.angerGained && !fireflyController.bargainingGained)
         {
             StartCoroutine(FadeInFadeOut.TransitionLevel(false, 5));
         }
     }
     if (specificLevel != -1 && collision.gameObject.name == "Player")
     {
         StartCoroutine(FadeInFadeOut.TransitionLevel(false, specificLevel));
     }
     else if (!keyMoment && collision.gameObject.name == "Player")
     {
         TransitionToLevel();
     }
 }
Пример #7
0
    private IEnumerator FadeOutCoroutine()
    {
        // start fading
        yield return(StartCoroutine(FadeInFadeOut.FadeCanvas(canvasGroup, 1f, 0f, fadeOutRate)));

        gameObject.SetActive(false);
    }
Пример #8
0
    protected override void Act()
    {
        transform.rotation      = new Quaternion();
        transform.position      = new Vector3();
        instantiatedObject      = Instantiate(new GameObject(), new Vector3(), new Quaternion()) as GameObject;
        instantiatedObject.name = "ActorCameraAnimation_" + name;

        fadeInFadeOut = instantiatedObject.AddComponent <FadeInFadeOut>();
        //cameraToAnimate.cullingMask = cameraCullingMask;
        //cameraToAnimate.farClipPlane = 500;
        //cameraToAnimate.depth = cameraDepth;
        animate = instantiatedObject.AddComponent <Animation>();
        var cameraToAnimate = instantiatedObject.AddComponent <LogicCameraFromGameObject>();

        animate.AddClip(cameraAnimation, cameraAnimation.name);
        animate.Play(cameraAnimation.name);
        animate[cameraAnimation.name].enabled = true;

        cameraToAnimateHandle = actingInScene.GetPlayerNotifications().AddCameraToStack(cameraToAnimate, "ActorCameraAnimation");
        ChildListenerToCameraAnimation();

        isActing = true;
        if (fadeIn)
        {
            fadeInFadeOut.FadeIn(fadeDuration);
        }
    }
Пример #9
0
    void Awake()
    {
        fadeInOut = gameObject.AddComponent <FadeInFadeOut>();
#if UNITY_EDITOR
        numActorScenes++;
        thisNum = numActorScenes;
#endif
    }
Пример #10
0
        internal override IEnumerable <KeyValuePair <string, string> > GetQueryParameters()
        {
            yield return(new KeyValuePair <string, string>("outputType", OutputType.ToString().ToLowerInvariant()));

            yield return(new KeyValuePair <string, string>("outputAudio", OutputAudio.ToString().ToLowerInvariant()));

            yield return(new KeyValuePair <string, string>("fadeInFadeOut", FadeInFadeOut.ToString().ToLowerInvariant()));

            yield return(new KeyValuePair <string, string>("maxMotionThumbnailDurationInSecs", MaxMotionThumbnailDurationInSecs.ToString(CultureInfo.InvariantCulture)));
        }
Пример #11
0
    void Start()
    {
        originalLocation = this.transform.localPosition;

        source = gameObject.AddComponent <AudioSource>();

        drawerFade = GameObject.FindGameObjectWithTag("DrawerHighlight").GetComponent <FadeInFadeOut>();

        drawerSprite = GameObject.FindGameObjectWithTag("Drawer").GetComponent <DisplaySprite>();
    }
Пример #12
0
 void Start()
 {
     text1     = GameObject.Find("Text1").GetComponent <TextFadeInFadeOut> ();
     text2     = GameObject.Find("Text2").GetComponent <TextFadeInFadeOut> ();
     text3     = GameObject.Find("Text3").GetComponent <TextFadeInFadeOut> ();
     text4     = GameObject.Find("Text4").GetComponent <TextFadeInFadeOut> ();
     Flash     = GameObject.Find("Flash").GetComponent <FadeInFadeOut> ();
     time0     = Time.time;
     goToMenu  = -1;
     skipIntro = false;
 }
Пример #13
0
 void Start()
 {
     fadeinOut = gameObject.AddComponent <FadeInFadeOut>();
     fadeinOut.FadeIn(0.5f);
     ownAnimation = GetComponent <Animation>();
     ownAnimation.Play();
     if (GetComponent <AudioSource>() != null)
     {
         GetComponent <AudioSource>().Play();
     }
     isInitiated = true;
 }
Пример #14
0
        public void ApplyFadeOut(int fadeOutMs)
        {
            Working(true);
            DynamicVars.projectSettings.fxEditor.fadeSettings.FadeOut = fadeOutMs;
            bool valid = false;

            fadeout = new FadeInFadeOut((int)DynamicVars.wavOps.GetWaveFile.Format.SamplesPerSec,
                                        DynamicVars.wavOps.GetWaveFile, fadeOutMs, out valid);
            if (!valid)
            {
                MessageBox.Show("Opps! Parece que não é possível aplicar um fade de " + fadeOutMs + "ms neste ficheiro", "Fade demasiado longo", MessageBoxButtons.OK, MessageBoxIcon.Asterisk);
            }
            else
            {
                fadeout.FadeOut();
                DynamicVars.fxEditor.on_fxChange();
            }
            Working(false);
        }
    // Use this for initialization
    void Start()
    {
        feedText = GameObject.Find("ObjectRespond").GetComponent <FeedTextFromObject>();
        textBox  = GameObject.Find("TextBox").GetComponent <FadeInFadeOut>();

        if (GameController.instance.isAndroidVersion)
        {
            isAutomatedStart = true;
        }

        AmariMovement.speed = 3.5f;
        m1pt = 1;
        m2pt = 2;
        m3pt = 3;
        f4pt = 0;
        f5pt = 4;
        f6pt = 5;

        blackScreenImage.color = Color.black;
    }
Пример #16
0
 void Start()
 {
     Char1         = GameObject.Find("Char1").GetComponent <Image> ();
     Char2         = GameObject.Find("Char2").GetComponent <Image> ();
     Dialog1       = GameObject.Find("1NameBox").GetComponent <Image> ();
     Dialog2       = GameObject.Find("2NameBox").GetComponent <Image> ();
     Back1         = GameObject.Find("1NameTrans").GetComponent <Image> ();
     Back2         = GameObject.Find("2NameTrans").GetComponent <Image> ();
     FlashColor    = GameObject.Find("Flash").GetComponent <Image> ();
     Name1         = GameObject.Find("1NameText").GetComponent <Text> ();
     Name2         = GameObject.Find("2NameText").GetComponent <Text> ();
     Dialog        = GameObject.Find("DialogText").GetComponent <Text> ();
     Background1   = GameObject.Find("Background1").GetComponent <FadeInFadeOut> ();
     Char1Fade     = GameObject.Find("Char1").GetComponent <FadeInFadeOut> ();
     Char2Fade     = GameObject.Find("Char2").GetComponent <FadeInFadeOut> ();
     Flash         = GameObject.Find("Flash").GetComponent <FadeInFadeOut> ();
     TitleCard     = GameObject.Find("TitleCard").GetComponent <FadeInFadeOut> ();
     currentEvent  = 0;
     previousEvent = 0;
     time          = -1;
 }
Пример #17
0
    void Start()
    {
        textBoxReference [0] = GameObject.Find("TextBox_Android");
        textBoxReference [1] = GameObject.Find("TextBox");

        playerSound = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerSound>();

        if (GameController.instance.isAndroidVersion)
        {
            interactButton = GameObject.Find("InteractionButton").GetComponent <BubbleBehaviour> ();
            textBox        = textBoxReference[0].GetComponent <FadeInFadeOut>();
            textBoxReference[1].SetActive(false);
        }
        else
        {
            textBox = textBoxReference[1].GetComponent <FadeInFadeOut>();
            textBoxReference[0].SetActive(false);
        }

        feedText = textBox.transform.GetChild(0).GetComponent <FeedTextFromObject> ();
    }
Пример #18
0
    IEnumerator Wait(GameObject theGameObject)
    {
        if (theGameObject.GetComponent <FadeInFadeOut>() != null)
        {
            yield return(new WaitForSeconds(startDelay));

            theGameObject.GetComponent <FadeInFadeOut>().FadeOut(1);
        }
        else
        {
            FadeInFadeOut fd = theGameObject.AddComponent <FadeInFadeOut>();
            fd.gameObjectsToFade    = new Image[1];
            fd.gameObjectsToFade[0] = theGameObject.GetComponent <Image>();
            fd.fadeTime             = startDelay;
            fd.maxAlpha             = 1f;

            yield return(new WaitForSeconds(startDelay));

            fd.FadeOut(1);
        }
    }
Пример #19
0
    void Start()
    {
        textBoxReference [0] = GameObject.Find ("TextBox_Android");
        textBoxReference [1] = GameObject.Find ("TextBox");

        playerSound = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerSound>();

        if (GameController.instance.isAndroidVersion) {
            interactButton = GameObject.Find ("InteractionButton").GetComponent<BubbleBehaviour> ();
            textBox = textBoxReference[0].GetComponent<FadeInFadeOut>();
            textBoxReference[1].SetActive(false);
        } else {
            textBox = textBoxReference[1].GetComponent<FadeInFadeOut>();
            textBoxReference[0].SetActive(false);
        }

        feedText = textBox.transform.GetChild(0).GetComponent<FeedTextFromObject> ();
    }
Пример #20
0
    /**
     * Invokes a specified cue action.
     */
    private void InvokeCueAction(ScenarioCueAction action)
    {
        Debug.Log("Invoking action " + action.ToString());

        switch (action)
        {
        // Ends the tutorial and goes to the launcher library.
        case ScenarioCueAction.GotoLibrary:
            if (!laserGiven)
            {
                GiveLaser();
            }
            Instantiate(launcherRigPrefab);

            subtitlesObject.transform.localPosition    = new Vector3(8.3f, 9.4f, -14);
            subtitlesObject.transform.localEulerAngles = new Vector3(18, 0, 0);
            break;

        // Shows arcade logo
        case ScenarioCueAction.ShowLogo:
            FadeInFadeOut logoFader = GameObject.Find("ArcadeLogo").GetComponent <FadeInFadeOut>();
            logoFader.Show();
            break;

        // Hides the arcade logo
        case ScenarioCueAction.HideLogo:
            FadeInFadeOut logoFaderB = GameObject.Find("ArcadeLogo").GetComponent <FadeInFadeOut>();
            logoFaderB.Hide();
            break;

        // Shows skip text
        case ScenarioCueAction.ShowSkipTxt:
            FadeInFadeOut stFader = GameObject.Find("SkippableText").GetComponent <FadeInFadeOut>();
            stFader.Show();
            break;

        // Hides the skip text
        case ScenarioCueAction.HideSkipTxt:
            FadeInFadeOut stFaderB = GameObject.Find("SkippableText").GetComponent <FadeInFadeOut>();
            stFaderB.Hide();
            break;

        // Gives a laser pointer to the user.
        case ScenarioCueAction.GiveLaser:
            GiveLaser();

            targetInstance = Instantiate <GameObject>(targetPrefab);
            targetInstance.transform.parent = rig.transform;
            break;

        case ScenarioCueAction.HighlightMenu:
            highlightButtonOnBothControllers(EVRButtonId.k_EButton_ApplicationMenu, "Menu");
            break;

        case ScenarioCueAction.HighlightSide:
            Destroy(targetInstance, 3);
            highlightButtonOnBothControllers(EVRButtonId.k_EButton_Grip, "Boční tlačítko");
            break;

        case ScenarioCueAction.HighlightSystem:
            highlightButtonOnBothControllers(EVRButtonId.k_EButton_System, "Systém");
            break;

        case ScenarioCueAction.HighlightTouchpad:
            highlightButtonOnBothControllers(EVRButtonId.k_EButton_SteamVR_Touchpad, "Dotyková plocha");
            break;

        case ScenarioCueAction.HighlightTrigger:
            highlightButtonOnBothControllers(EVRButtonId.k_EButton_SteamVR_Trigger, "Spoušť");
            break;

        case ScenarioCueAction.Skip:
            FadeInFadeOut logoFaderC = GameObject.Find("ArcadeLogo").GetComponent <FadeInFadeOut>();
            logoFaderC.Hide();
            FadeInFadeOut stFaderC = GameObject.Find("SkippableText").GetComponent <FadeInFadeOut>();
            stFaderC.Hide();
            ExitTutorial();
            break;

        case ScenarioCueAction.WaitForUserRaise:
            pauseUntil = areControllersRaised;
            break;

        case ScenarioCueAction.WaitForUserTargetHit:
            pauseUntil = isTargetHit;
            break;

        case ScenarioCueAction.WaitForSide:
            pauseUntil = isSidePressed;
            break;

        case ScenarioCueAction.WaitForUserColor:
            pauseUntil = isColorSelected;
            break;
        }
    }
Пример #21
0
    // Update is called once per frame
    void Update()
    {
        //Setup the string to display for script mulitpliers.
        //Currently it is setup to display, "Score: 10 + 4"  for a score of 10 and a multplier of 4.
        string multiText = "";

        if (Globals.comboTimer > 0)
        {
            //Note that we have to set the comboMulti to - 1 since it is already incremented for the next score in the MoveableBlock class.
            multiText = "     +" + (Globals.comboMulti - 1).ToString();
        }
        //Update the score text to be displayed in the UI Canvas that is a child of the GameController.
        scoreText.text = "SCORE: " + Globals.score.ToString() + multiText;
        float minutesRemaining = 0;
        float secondsRemaining = 0;

        //Count down the time timer.
        if (levelTimer > 0 && objectCount > 0)
        {
            levelTimer -= Time.deltaTime;
            //Calculate minutes and seconds remaining to put on the clock
            minutesRemaining = Mathf.FloorToInt(levelTimer / 60);
            secondsRemaining = Mathf.RoundToInt(levelTimer - (60 * minutesRemaining));
        }


        //Setup a 1 second timer
        oneSecTimer -= Time.deltaTime;
        if (oneSecTimer <= 0)
        {
            oneSecTimer = 1f;

            //Plan an alarm sound if the seconds remainings is below 20
            if (levelTimer <= 20 && levelTimer > 0)
            {
                source.PlayOneShot(timerAlarmClip, 1);
            }
        }

        //Get object count
        objectCount = GameObject.FindGameObjectsWithTag("Destroyable").Length;


        if (levelTimer <= 0 || objectCount == 0)
        {
            //Start the screen fade
            if (nextLevelTimer == 2)
            {
                //Create the transistion fader and
                GameObject    myTransistion   = Instantiate(transistionSprite, new Vector2(0, 0), transform.rotation);
                FadeInFadeOut myFadeInFadeout = myTransistion.GetComponent <FadeInFadeOut>();
                myFadeInFadeout.fadeDir   = 1;
                myFadeInFadeout.fadeTimer = 0;
            }
            nextLevelTimer -= Time.deltaTime;
            if (nextLevelTimer <= 0)
            {
                if (!levelChangeOnce)
                {
                    SceneManager.LoadScene("InbetweenScene");
                    levelChangeOnce = true;
                }
            }
        }



        string extraZero = "";

        if (secondsRemaining < 10)
        {
            extraZero = "0";
        }
        //Update the timer text  to be displayed in the UI Canvas that is a child of the GameController.
        timerText.text = minutesRemaining.ToString() + ":" + extraZero + secondsRemaining.ToString();

        //Count down the combo timer and reset the combo if the timer runs out.
        Globals.comboTimer -= Time.deltaTime;

        if (Globals.comboTimer <= 0)
        {
            Globals.comboMulti = 1;
        }
    }
Пример #22
0
 void Start()
 {
     textBox = transform.GetComponentInParent<FadeInFadeOut> ();
     text = transform.GetComponent<Text> ();
     ResetTextFeed ();
 }
    // Use this for initialization
    void Start()
    {
        feedText = GameObject.Find("ObjectRespond").GetComponent<FeedTextFromObject>();
        textBox = GameObject.Find("TextBox").GetComponent<FadeInFadeOut>();

        AmariMovement.speed = 3.5f;
        m1pt = 1;
        m2pt = 2;
        m3pt = 3;
        f4pt = 0;
        f5pt = 4;
        f6pt = 5;

        blackScreenImage.color = Color.black;
    }
Пример #24
0
 void Start()
 {
     textBox = GameObject.Find ("TextBox").GetComponent<FadeInFadeOut> ();
     text = transform.GetComponent<Text> ();
     defaultColor = new Color (1.0f, 1.0f, 1.0f, 1.0f);
     ResetTextFeed ();
 }
Пример #25
0
 void Start()
 {
     textBox = transform.GetComponentInParent <FadeInFadeOut> ();
     text    = transform.GetComponent <Text> ();
     ResetTextFeed();
 }
    // Use this for initialization
    void Start()
    {
        feedText = GameObject.Find("ObjectRespond").GetComponent<FeedTextFromObject>();
        textBox = GameObject.Find("TextBox").GetComponent<FadeInFadeOut>();

        if (GameController.instance.isAndroidVersion)
            isAutomatedStart = true;

        AmariMovement.speed = 3.5f;
        m1pt = 1;
        m2pt = 2;
        m3pt = 3;
        f4pt = 0;
        f5pt = 4;
        f6pt = 5;

        blackScreenImage.color = Color.black;
    }