//Assets\stuff\Assets\anzug_glatze_sprite.png #region monobehaviour Stuff /// <summary> /// setting up the instructionManager, the user, spawns all entities and set the camera to follow player /// </summary> void Start() { currTime = 0; #region IntstructionManager IManager = new InstructionManager(); //IManager.SaveInstructions (new InstructionMovement (2f, 0, new Vector2 (4f, 4f), 3)); //InstructionData[] idat = new InstructionData[1]; //idat [0] = new InstructionMovement (2f, 4, new Vector2 (3, 21), 5f); //IManager.SaveInstructions (idat); IManager.LoadInstructions(); #endregion #region user List <InputMovement> input = new List <InputMovement> (); input.Add(new InputMovement(KeyCode.W, new Vector2(0f, 1f), PressTypes.KeyDownKey)); input.Add(new InputMovement(KeyCode.S, new Vector2(0f, -1f), PressTypes.KeyDownKey)); input.Add(new InputMovement(KeyCode.D, new Vector2(1f, 0f), PressTypes.KeyDownKey)); input.Add(new InputMovement(KeyCode.A, new Vector2(-1f, 0f), PressTypes.KeyDownKey)); GameObject player = new GameObject("Player", typeof(SpriteRenderer), typeof(CircleCollider2D), typeof(Rigidbody2D)); player.GetComponent <Rigidbody2D> ().isKinematic = true; player.GetComponent <Rigidbody2D> ().bodyType = RigidbodyType2D.Dynamic; player.GetComponent <Rigidbody2D> ().mass = 1; player.GetComponent <Rigidbody2D> ().drag = 1000; player.GetComponent <Rigidbody2D> ().angularDrag = 10; player.GetComponent <Rigidbody2D> ().gravityScale = 0; player.GetComponent <CircleCollider2D> ().radius = 1.5f; player.GetComponent <SpriteRenderer> ().sprite = CharacterSprites [0]; AddNewPlayer(player, input); //Instantiate(player); Debug.Log("object created"); #endregion new Spawner(this); //kann benutzt werden um slowmos zu machen und so //einfach Zeitlauf verlangsamen //Debug.Log (Time.timeScale); Camera.main.gameObject.GetComponent <Camera_Behaivour> ().target = entities [0].entity.transform; }