[SerializeField] private AudioClip menuMusic; // The clip to play when the bar finishes filling. // Use this for initialization void Start() { musicAudio.clip = menuMusic; musicAudio.loop = true; musicAudio.Play(); GameObject mc = GameObject.Find("Motorcycle"); // get mc gameobject modelControllerScript = mc.GetComponent <modelController>(); // mc script modelControllerScript.setSpotlight(daylight); raceMap = GameObject.Find("raceTrackLakeLevel"); speedwayMap = GameObject.Find("DG MotorSpeedWay"); initMap(); }
[SerializeField] private AudioClip menuMusic; // The clip to play when the bar finishes filling. // Use this for initialization void Start() { musicAudio.clip = menuMusic; musicAudio.loop = true; musicAudio.Play(); GameObject mc = GameObject.Find("Motorcycle"); // get mc gameobject modelControllerScript = mc.GetComponent <modelController>(); // mc script modelControllerScript.setSpotlight(daylight); raceMap = GameObject.Find("raceTrackLakeLevel"); speedwayMap = GameObject.Find("DG MotorSpeedWay"); initMap(); if (PlayerPrefs.GetFloat("Score") == 0) // first play { PlayerPrefs.SetFloat("Score", (float)Mathf.Infinity); // reset best score } if (PlayerPrefs.GetString("Name") == "") // first player { PlayerPrefs.SetString("Name", "Unknown Player"); } }
//toggle sun intensity public void toggleLightning() { GameObject sun = GameObject.Find("Sun"); GameObject buttonText = GameObject.Find("nightModeText"); nightModeText = buttonText.GetComponent <UnityEngine.UI.Text> (); float intensity = daylightIntensity; if (daylight) { intensity = nightIntensity; daylight = false; nightModeText.text = "Daylight"; } else { daylight = true; nightModeText.text = "Night Mode"; } sun.GetComponent <UnityEngine.Light> ().intensity = intensity; modelControllerScript.setSpotlight(daylight); }