// Use this for initialization void Start() { _sessionManager = GameObject.FindGameObjectWithTag("tSession").GetComponent <LFSessionManager>(); if (labyrinth != null) { _labyrinth = labyrinth.GetComponent <LFLabyrinthGeneration>(); _labyrinth.StartInitLabyrinth(); _grid = labyrinth.GetComponent <LFGrid>(); _grid.StartInitGrid(); _enemyGenerator = labyrinth.GetComponent <LFEnemyGenerator>(); _coinGenerator = labyrinth.GetComponent <LFCoinGenerator>(); _animalGenerator = labyrinth.GetComponent <LFAnimalGenerator>(); CreatePlayer(); } _time = 0.0f; _dayTime = changeDateStateTime; LFEventManager.coin += PlayerDidGetCoin; LFEventManager.gameOver += PlayerDidDie; if (_enemyGenerator != null) { //_enemyGenerator.CreateZombie(); for (int i = 0; i < 10; i++) { _enemyGenerator.CreateZombie(); } } if (_animalGenerator != null) { //_enemyGenerator.CreateZombie(); for (int i = 0; i < 10; i++) { _animalGenerator.CreatePing(); } } if (_player != null && camera != null) { camera.GetComponent <LFCameraFollow>().target = _player.transform; camera.GetComponent <LFCameraFollow> ().leftBottomCorner = GetBottomLeftCameraPos(); camera.GetComponent <LFCameraFollow> ().topRightCorner = GetTopRightCameraPos(); } if (_player != null && playeInfo != null) { playeInfo.player = _player; } UpdateDayState(); }
// Use this for initialization void Start() { _labyrinth = gameObject.GetComponent <LFLabyrinthGeneration>(); _pathFinder = gameObject.GetComponent <LFPathFinder>(); _enemyList = new List <GameObject>(); }
void Awake() { _grid = gameObject.GetComponent <LFGrid> (); _labyrinth = gameObject.GetComponent <LFLabyrinthGeneration> (); }
// Use this for initialization void Start() { _coins = new List <GameObject> (); _deleteCoins = new List <GameObject> (); _labyrinth = gameObject.GetComponent <LFLabyrinthGeneration>(); }