void Start() { testLevGen = GetComponent <TestLevelGen> (); numberToWin = testLevGen.howManyPlinthPairs; StartCoroutine(GetAllTopCols()); }
// Use this for initialization void Start() { playerHand = GetComponent <playerRh1>(); testlevgen = Component.FindObjectOfType <TestLevelGen>(); col = GetComponentInChildren <ColorCorrectionCurves>(); flashLight = GetComponentInChildren <Light>(); mo = GetComponentInChildren <MotionBlur>(); cam = Camera.main; }
// Use this for initialization void Awake() { testlevelgen = GetComponent <TestLevelGen>(); cubesPerPlinth = ExtensionMethods.NumberPerPlinthsMinus1(testlevelgen.howManyPlinthPairs, testlevelgen.howManyCubePairs); remainder = ExtensionMethods.RemainderForLastPlinth(testlevelgen.howManyPlinthPairs, testlevelgen.howManyCubePairs, cubesPerPlinth); randomcubesPerPlinth = ExtensionMethods.RoundWithRandom(testlevelgen.howManyPlinthPairs, testlevelgen.howManyCubePairs); }
void Awake() { testlev = GetComponent <TestLevelGen>(); noteFilePaths = new string[] { "Sounds/ol/ol ol-", "Sounds/ps/ps ps-", "Sounds/bp/bp bp-" }; //this array is the note numbers of C and G. From this we can get All the notes we need - +2 for 2nds and 6ths of C - or +5 for F and C cFifths = new int[] { 0, 7, 12, 19, 24, 31, 36, 43, 48 }; }
void Awake() { testLevelGen = GetComponent <TestLevelGen>(); cubeCalc = GetComponent <calculateCubesPerPlinth>(); assNote = GetComponent <assignNote>(); }
// Use this for initialization void Start() { testLevelGen = Component.FindObjectOfType <TestLevelGen>(); transform.position = new Vector3(Random.Range(-testLevelGen.spawnLimits.x, testLevelGen.spawnLimits.x), 5, Random.Range(-testLevelGen.spawnLimits.z, testLevelGen.spawnLimits.z)) + testLevelGen.GameAreaOffset; }