void Awake() { _playing = true; _isInTurbo = false; _gridCtrl = GetComponent <GridCtrl>(); _inputCtrl = GetComponent <InputCtrl>(); _rowRemover = GetComponent <RowRemover>(); _fallRoutine = FallAndWait(); _speedUpRoutine = SpeedUpOverTime(); }
private void Pause() { Time.timeScale = TimeIsPaused() ? 1 : 0; OnGamePause?.Invoke(TimeIsPaused()); if (TimeIsPaused()) { InputCtrl.On(); } }
void Awake() { _playing = true; _isInTurbo = false; _gridCtrl = GetComponent<GridCtrl>(); _inputCtrl = GetComponent<InputCtrl>(); _rowRemover = GetComponent<RowRemover>(); _fallRoutine = FallAndWait(); _scoreView = GameObject.Find("text_ScoreValue").GetComponent<TextMesh>(); }
void Update() { if (SceneController.Ellic_Current.ShootCtrl.Able_Fire) { // active a skill if (!Any_skill_running) { if (!this.is_Reloading && (InputCtrl.IsHotKeyDown(hotKey) || InputCtrl.IsHotKeyDown(joyHotKey))) { this.is_working = true; Any_skill_running = true; this.UIObj.transform.Find("Active").gameObject.SetActive(true); this.timeLeft = this.timeTotal; } } // running if (this.is_working) { this.timeLeft -= Time.deltaTime; if (this.timeLeft < 0.0f) { this.is_working = false; Any_skill_running = false; this.UIObj.transform.Find("Active").gameObject.SetActive(false); this.is_Reloading = true; this.reloadTimeLeft = this.reloadTimeTotal; } } // reloading if (this.is_Reloading) { this.reloadTimeLeft -= Time.deltaTime; if (this.reloadTimeLeft <= 0.0f) { this.is_Reloading = false; this.reloadTimeLeft = 0.0f; } this.UIObj.transform.Find("Mask").GetComponent <RectTransform>().localScale = new Vector3(1.0f, this.reloadTimeLeft / this.reloadTimeTotal, 1.0f); } } }
void Awake() { _input = GetComponent<InputCtrl>(); }
void Awake() { _input = GetComponent <InputCtrl>(); }
private void Awake() { context = this; }
protected override void OnAwake() { this.characterCtrl = this.GetComponent <CharacterController>(); this.m_Input = InputCtrl.Instance; }
private void Awake() { this.m_Input = InputCtrl.Instance; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }