// Use this for initialization void Start() { ws = WorldScript.getInstance(); score.text = ""; for (int i = 0; i < 5; i++) { score.text += ws.getName(i) + " : " + ws.getHighScore(i) + "\n"; } }
void Start() { obj = gameObject; trans = transform; ws = WorldScript.getInstance(); boundaryLeft = 1f; boundaryRight = 9.5f; GO_RIGHT = true; DELAY = 0.75f; StartCoroutine(MiniPause()); }
// Use this for initialization void Start() { ws = WorldScript.getInstance(); for (int i = 4; i >= 0; i--) { if (ws.GetScore() > ws.getHighScore(i)) { place = i; } } ; score.text = "Score : " + ws.GetScore(); input.text = "Player"; }
// Use this for initialization void Start() { obj = gameObject; trans = transform; ws = WorldScript.getInstance(); obj.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezeAll; Cooldown = false; nextFire = Random.Range(Time.timeSinceLevelLoad, Time.timeSinceLevelLoad + 20); time = 0; }
void Start() { obj = gameObject; trans = transform; ws = WorldScript.getInstance(); Cooldown = false; if (ws.isHARD() == false) { bull = 3; } else { bull = 1; } }
// Use this for initialization void Start() { obj = gameObject; ws = WorldScript.getInstance(); }
void Start() { obj = gameObject; trans = transform; ws = WorldScript.getInstance(); }
// Use this for initialization void Start() { obj = gameObject; ws = WorldScript.getInstance(); Cooldown = false; }
// Use this for initialization void Start() { ws = WorldScript.getInstance(); }