// Use this for initialization void Start() { one = 1; controller = GetComponent <VacuumShaders.CurvedWorld.CurvedWorld_Controller>(); }
// Use this for initialization void Start() { timer = 0; spawn = 0; groundWith = 5; curvedController = CurvedWorldScript.GetComponent<VacuumShaders.CurvedWorld.CurvedWorld_Controller>(); SpawnWall = true; float bendX = Random.Range(-5, 3); float bendY = Random.Range(-5, 6); newPosition = new Vector2(bendX, bendY); // Keeps track of how many world objects there should be spawned of the same type levelCounter = new Vector2(0, 0); // Object pooling //obstacles = new List<GameObject>(); coins = new List<GameObject>(); obstacleComponents = new List<GameObject>[obstaclePrefabs.Count]; worldCompontents = new List<GameObject>[prefabs.Count]; // Pool all the coins for (int i = 0; i < 20; i++) { GameObject obj = (GameObject)Instantiate(CoinObject); obj.SetActive(false); coins.Add(obj); } // Pool all the obstacles for (int i = 0; i < obstaclePrefabs.Count; i++) { obstacleComponents[i] = new List<GameObject>(); for (int q = 0; q < 15; q++) { GameObject obj = (GameObject)Instantiate(obstaclePrefabs[i]); obj.SetActive(false); obstacleComponents[i].Add(obj); } } // Bool all the level components for (int i = 0; i < prefabs.Count; i++) { worldCompontents[i] = new List<GameObject>(); for (int q = 0; q < 10; q++) { GameObject obj = (GameObject)Instantiate(prefabs[i]); obj.SetActive(false); worldCompontents[i].Add(obj); } } }
// Use this for initialization void Start() { iM = GetComponent<InputManager>(); rb = GetComponent<Rigidbody>(); timer = 0; Duck = false; grounded = false; scale = transform.localScale; curvedController = CurvedWorldScript.GetComponent<VacuumShaders.CurvedWorld.CurvedWorld_Controller>(); }