// Use this for initialization void Start() { switch (mon) { case Monster.Hydra: trigger = mm.hydraDefeated; break; case Monster.Dragon: trigger = mm.dragonDefeated; break; default: trigger = mm.hydraDefeated; break; } isFiring = false; hitsLeftPerThought = new int[numThoughts]; trumped = new bool[numThoughts]; numTrumped = 0; for (int i = 0; i < hitsLeftPerThought.Length; i++) { hitsLeftPerThought [i] = hitsToDefeat; trumped[i] = false; } balls = new GameObject[] { fireball, posball, negball }; launchers = new Transform[] { firelauncher, poslauncher, neglauncher }; launchSounds = new AudioClip[] { fireSound, posSound, negSound }; a = GetComponent <Animator>(); }
// Use this for initialization void Start() { test(0); //Set number of missions to skip when testing getCurrentMission(); UISet.SetActive(true); if (firstPlay == true) { foreach (Transform ui in UISet.transform) { uiSet.Add(ui.name, ui.gameObject); } firstPlay = false; } cyclopsChoice = new StoredBool(false); choiceSewerSpiders = new StoredBool(false); hydraHit1 = new StoredBool(false); hydraHit2 = new StoredBool(false); hydraDefeated = new StoredBool(false); choiceSnakes = new StoredBool(false); dragonDefeated = new StoredBool(false); }
private void Awake() { showDebugging = new StoredBool("OptionsSceneShowDebugging", false); UpdateDebugging(); }
// Use this for initialization void Start() { playerChoice = undecided; //Initialize to "not chosen" isChoosing = new StoredBool(false); //Player is not choosing right now. }
public SetAction(StoredBool toSet, bool set) { thingToSet = toSet; willBeSet = set; }
public WaitAction(StoredBool flag) { done = flag; }
// Use this for initialization void Start() { playerChoice = undecided; //Initialize to "not chosen" isChoosing = new StoredBool(false); //Cyclops does not know what to choose at the start }