// Start is called before the first frame update void Start() { if (thisObjectIsSpawnPoint) { centerOfTower = this.transform.position; } mainCam = Camera.main.GetComponent <CameraMovement>(); allFloors = new List <GameObject>(); lockedFloors = new List <GameObject>(); fallOffDetectorOutside.SetActive(false); fallOffDetectorInside.SetActive(false); UIScreens.instance.currentLevel.text = SceneManager.GetActiveScene().buildIndex.ToString(); UIScreens.instance.nextLevel.text = (SceneManager.GetActiveScene().buildIndex + 1).ToString(); UIScreens.instance.levelProgress.fillAmount = 0f; UIScreens.instance.ballCounter.gameObject.SetActive(false); // generate level allFloors.AddRange(GenerateLevel(chooseTowerType)); initialCylinderCount = allFloors.Count * allFloors[0].transform.childCount; if (chooseTowerType != TowerType.Tetris) { // assign random colors to all cylinders and remember those colors NormalMode.AssignRandomColors(allFloors, cylinderColors); // lock them in place for (int i = 0; i < allFloors.Count - 8; i++) { foreach (Transform cylinder in allFloors[i].transform) { cylinder.GetComponent <Rigidbody>().isKinematic = true; } } } else { TetrisMode.AssignRandomColors(allFloors, cylinderColors, tetrisDisks); UIScreens.instance.comboCounter.text = obstacleThreshold.ToString(); } UIScreens.instance.ShowScreen("start", true); }
// Start is called before the first frame update void Start() { UIScreens.instance.ballCounter.text = ballCount.ToString(); cm = GetComponent <CameraMovement>(); }