private void Start() { DifficultyController difficultyController = FindObjectOfType <DifficultyController>(); Difficulty difficulty = difficultyController.getDifficulty(); health = Mathf.RoundToInt(health * difficulty.getHealthScaling()); onPlayerBaseDamaged.Invoke(health); }
private void Awake() { LevelController levelController = FindObjectOfType <LevelController>(); levelController.addEnemy(); Damagable damagable = GetComponent <Damagable>(); damagable?.registerOnKilled(() => levelController.removeEnemy()); DifficultyController difficultyController = FindObjectOfType <DifficultyController>(); Difficulty difficulty = difficultyController.getDifficulty(); Walker walker = GetComponent <Walker>(); walker?.setWalkSpeed(walker.getWalkSpeed() * difficulty.getEnemySpeedScaling()); }
private void Start() { defendersParent = GameObject.Find(DEFENDER_PARENT_NAME) ?? new GameObject(DEFENDER_PARENT_NAME); DifficultyController difficultyController = FindObjectOfType <DifficultyController>(); Difficulty difficulty = difficultyController.getDifficulty(); stars = Mathf.RoundToInt(stars * difficulty.getStartingStarAmountScaling()); onStarAmountUpdated.Invoke(stars); foreach (DefenderIcon defenderIcon in FindObjectsOfType <DefenderIcon>()) { defenderIcon.registerOnDefenderSelected((selectedDefender) => setDefender(selectedDefender)); } onStarGeneration.AddListener((amount) => addStars(amount)); }
void Start() { correctText = GameObject.Find("Correct").GetComponent <Text> (); missedText = GameObject.Find("Missed").GetComponent <Text> (); timerText = GameObject.Find("Timer").GetComponent <Text> (); scoreText = GameObject.Find("Score").GetComponent <Text> (); stateText = GameObject.Find("StateText").GetComponent <Text> (); incorrectStateText = GameObject.Find("Text_IncorrectState").GetComponent <Text> (); totalTimeText = GameObject.Find("Text_TotalTime").GetComponent <Text> (); WorldMap = GameObject.Find("World Map"); USA = GameObject.Find("USA State Map"); Europe = GameObject.Find("Europe Map"); Africa = GameObject.Find("Africa Map"); Asia = GameObject.Find("Asia Map"); LatinAmerica = GameObject.Find("Latin America Map"); MiddleEast = GameObject.Find("Middle East Map"); UIPanel_Bottom = GameObject.Find("UIPanel_Bottom"); UIPanel_Top = GameObject.Find("UIPanel_Top"); Button_Confirm = GameObject.Find("Button_Confirm"); Pointer = GameObject.Find("Pointer"); button_newgame = GameObject.Find("Button_NewGame"); button_resume = GameObject.Find("Button_Resume"); button_restart = GameObject.Find("Button_Restart"); button_mainmenu = GameObject.Find("Button_MainMenu"); button_options = GameObject.Find("Button_Options"); correct_indicator = GameObject.Find("Correct_Indicator"); miss_indicator = GameObject.Find("Miss_Indicator"); sound_correct = GameObject.Find("Sound_Correct"); sound_miss = GameObject.Find("Sound_Miss"); sound_victory = GameObject.Find("Sound_Victory"); correct = 0; missed = 0; stateIndex = 0; missedIndex = 0; missedFlag = false; correctFlag = false; score = 0; isGameOver = false; totalTime = 0; blinkFlag = false; isPaused = false; region = MainMenuController.getRegion(); difficulty = DifficultyController.getDifficulty(); resetTimeLeft(); resetMissDelay(); resetCorrectDelay(); resetBlinkTimer(); button_newgame.SetActive(false); // needs to be instantiated and assigned to a variable so that I can use SetActive() button_mainmenu.SetActive(false); button_options.SetActive(false); button_resume.SetActive(false); button_restart.SetActive(false); correct_indicator.SetActive(false); miss_indicator.SetActive(false); totalTimeText.text = ""; setActiveRegion(); setStateList(); stateCount = stateList.Count; loadGameState(); SelectStateRandomly(); }