void Start() { //if (spawnRate <= 0) { spawnRate = 1; } cLock = false; waveSys = FindObjectOfType <WaveSystem>(); prepPhase = FindObjectOfType <PreparationPhase>(); indexOfEnemy = -1; }
void Start() { levelStatus = FindObjectOfType <LevelStatus>(); prepPhaseUI = FindObjectOfType <PreparationPhase>(); TogglePrepPhaseUI(); LoadPanel(tutIndex); tutorialPassed = new bool[tutorialPanels.Length]; tiles = FindObjectsOfType <DefenderTile>(); for (int i = 0; i < tutorialPanels.Length; i++) { tutorialPassed[i] = false; } }
/// <summary> /// Provides simple validation support for the options; of necessity, it runs in the "before preparation" state. /// </summary> /// <returns>A validated command line containing any errors, or an empty one if all is ok</returns> public AltCover.ValidatedCommandLine WhatIf() { var prep = PreparationPhase.WhatIf(); if (prep.Errors.Any()) { return(prep); } else { var collect = CollectionPhase.WhatIf(false); if (collect.Errors.Any()) { return(collect); } } return(new AltCover.ValidatedCommandLine(FSharpList <string> .Empty, Enumerable.Empty <string>())); }