void Start() { SpaceInvaders.SetDefault(); if (SpaceInvaders.drawBackground) { background = Instantiate(background); StartCoroutine(SpriteChanger()); } }
void Start() { SpaceInvaders.SetDefault(); if (SpaceInvaders.lightingEffects) { block.GetComponent <SpriteRenderer>().material = lightingMaterial; } else { block.GetComponent <SpriteRenderer>().material = noLightingMaterial; } randomAppearing = new System.Random(); float x = -6.6F, y = -2.25F; for (int k = 0; k < 4; k++) { for (int i = 0; i < 14; i++) { for (int j = 0; j < 20; j++) { if (shelter[i, j] > 0) { GameObject thisBlock = Instantiate(block, new Vector3(x, y, 0), Quaternion.identity); if (shelter[i, j] == 2 && SpaceInvaders.lightingEffects) { GameObject light = new GameObject("Light"); light.transform.SetParent(thisBlock.transform); light.transform.position = thisBlock.transform.position + new Vector3(0, 0, -0.32F); Light svet = light.AddComponent <Light>(); svet.range = 5F; svet.intensity = 0.8F; svet.color = new Color(0.133F, 0.694F, 0.298F, 1); thisBlock.AddComponent <LightingShelter>(); } } x += 0.075F; } y -= 0.075F; x -= 20 * 0.075F; } x += 3.9F; y = -2.25F; } }
void Start() { SpaceInvaders.SetDefault(); if (SpaceInvaders.lightingEffects) { alien.GetComponent <SpriteRenderer>().material = lightingMaterial; } else { alien.GetComponent <SpriteRenderer>().material = noLightingMaterial; } moveDownAtStartAmount = 16 + SpaceInvaders.level; speed = 1; InstantiateAliens(); DelayBetweenMoves = 0.01F; direction = 1; time = 0; countingAllowed = true; a = new System.Random(); bulletSpawnTime = a.Next(2, 9) / 10F; }
public void CallSettings() { SceneManager.LoadSceneAsync("Settings Menu"); SpaceInvaders.SetDefault(); }