void Awake() { dancerManagerRef = this; dancers = new List <GameObject>(); spawner = GetComponent <DancerSpawner>(); dancersOnFire = 0; timeWithoutMusic = 0; hasPlayedMusic = false; currentOnFireTime = 0.0f; }
// Start is called before the first frame update void Start() { manager = GetComponent <DancerManager>(); currentTime = 0.0f; nextSpawn = 0; /*for (int i = 0; i < startDancers; i++) * { * manager.SpawnDancerAtDestiny(); * }*/ }
// Use this for initialization void Awake() { timer = 0; score = 0; danceFloor = danceFloorObject.GetComponent <GenerateDanceFloor>(); dancerManager = dancerManagerObject.GetComponent <DancerManager>(); foreach (GameObject deco in room) { decorations.Add(deco.GetComponent <MeshRenderer>().material); } }
private static bool dancing = false; //当前是否在跳舞 private void Awake() { current = this;//只记录最后一个初始化的 directionalLight.shadowStrength = 0; }