public void Start() { dataManager = DataManager.instance; infiniteObjectManager = InfiniteObjectManager.instance; infiniteObjectManager.Init(); infiniteObjectHistory = InfiniteObjectHistory.instance; infiniteObjectHistory.Init(infiniteObjectManager.GetTotalObjectCount()); sectionSelection = SectionSelection.instance; chaseController = ChaseController.instance; moveDirection = Vector3.forward; spawnDirection = Vector3.forward; turnPlatform = new PlatformObject[(int)ObjectLocation.Last]; turnIndex = new int[(int)ObjectLocation.Last]; turnScene = new SceneObject[(int)ObjectLocation.Last]; sceneTurnIndex = new int[(int)ObjectLocation.Last]; infiniteObjectManager.GetObjectSizes(out platformSizes, out sceneSizes, out largestSceneLength); infiniteObjectManager.GetObjectStartPositions(out platformStartPosition, out sceneStartPosition); stopObjectSpawns = false; spawnData = new ObjectSpawnData(); spawnData.largestScene = largestSceneLength; spawnData.useWidthBuffer = true; spawnData.section = 0; spawnData.sectionTransition = false; noCollidableProbability.Init(); ShowStartupObjects(GameManager.instance.showTutorial); SpawnObjectRun(true); GameManager.instance.OnStartGame += StartGame; }
public void Start() { dataManager = DataManager.instance; infiniteObjectManager = InfiniteObjectManager.instance; infiniteObjectManager.init(); infiniteObjectHistory = InfiniteObjectHistory.instance; infiniteObjectHistory.init(infiniteObjectManager.getTotalObjectCount()); sectionSelection = SectionSelection.instance; chaseController = ChaseController.instance; moveDirection = Vector3.forward; spawnDirection = Vector3.forward; turnPlatform = new PlatformObject[(int)ObjectLocation.Last]; infiniteObjectManager.getObjectSizes(out platformSizes, out sceneSizes, out largestSceneLength); infiniteObjectManager.getObjectStartPositions(out platformStartPosition, out sceneStartPosition); stopObjectSpawns = false; spawnData = new ObjectSpawnData(); spawnData.largestScene = largestSceneLength; spawnData.useWidthBuffer = true; spawnData.section = 0; spawnData.sectionTransition = false; noCollidableProbability.init(); showStartupObjects(GameManager.instance.showTutorial); spawnObjectRun(true); }
private void SpawnChaseObject() { GameObject prefab; if ((prefab = dataManager.GetChaseObjectPrefab()) != null) { chaseController = (GameObject.Instantiate(prefab) as GameObject).GetComponent <ChaseController>(); } }
private void Awake() { if (instance != null) { Destroy(this.gameObject); } else { instance = this; } }
private void OnTriggerEnter2D(Collider2D other) { bee = other.GetComponentInChildren <Bee>(); /* if the bee is not at the hive... */ if (!bee.getEscaped() && bee != null) { /* if we have enough energy...*/ if (energy > 1f) { /* start the chase */ ChaseController chaseController = ChaseController.Instance; if (chaseController != null) { chaseController.StartChase(this, bee); } } } }
public void Awake() { instance = this; }
void Awake() { chaseController = this; }
private void spawnChaseObject() { GameObject prefab; if ((prefab = dataManager.getChaseObjectPrefab()) != null) { chaseController = (GameObject.Instantiate(prefab) as GameObject).GetComponent<ChaseController>(); } }