public override void Init() { base.Init(); dataManager = DataManager.instance; powerUpType = GetComponent<PowerUpObject>().powerUpType; }
public void Start() { gameManager = GameManager.instance; dataManager = DataManager.instance; gameManager.OnPauseGame += GamePaused; activePowerUp = PowerUpTypes.None; activePowerUpData = new CoroutineData(); }
public void Start() { infiniteObjectGenerator = InfiniteObjectGenerator.instance; guiManager = GUIManager.instance; dataManager = DataManager.instance; audioManager = AudioManager.instance; powerUpManager = PowerUpManager.instance; missionManager = MissionManager.instance; inputController = InputController.instance; cameraController = CameraController.instance; coinGUICollection = CoinGUICollection.instance; Application.runInBackground = runInBackground; activeCharacter = -1; SpawnCharacter(); SpawnChaseObject(); }
public void Start() { dataManager = DataManager.instance; infiniteObjectManager = InfiniteObjectManager.instance; infiniteObjectManager.Init(); infiniteObjectHistory = InfiniteObjectHistory.instance; infiniteObjectHistory.Init(infiniteObjectManager.GetTotalObjectCount()); sectionSelection = SectionSelection.instance; chaseController = ChaseController.instance; moveDirection = Vector3.forward; spawnDirection = Vector3.forward; turnPlatform = new PlatformObject[(int)ObjectLocation.Last]; turnIndex = new int[(int)ObjectLocation.Last]; turnScene = new SceneObject[(int)ObjectLocation.Last]; sceneTurnIndex = new int[(int)ObjectLocation.Last]; infiniteObjectManager.GetObjectSizes(out platformSizes, out sceneSizes, out largestSceneLength); infiniteObjectManager.GetObjectStartPositions(out platformStartPosition, out sceneStartPosition); stopObjectSpawns = false; spawnData = new ObjectSpawnData(); spawnData.largestScene = largestSceneLength; spawnData.useWidthBuffer = true; spawnData.section = 0; spawnData.sectionTransition = false; noCollidableProbability.Init(); ShowStartupObjects(GameManager.instance.showTutorial); SpawnObjectRun(true); GameManager.instance.OnStartGame += StartGame; }
public void Start() { dataManager = DataManager.instance; activeMissions = new MissionType[3]; // 3 active missions at a time scoreMultiplier = 1; for (int i = 0; i < activeMissions.Length; ++i) { activeMissions[i] = (MissionType)PlayerPrefs.GetInt(string.Format("Mission{0}", i), -1); // there are no active missions if the game hasn't been started yet if ((int)activeMissions[i] == -1) { activeMissions[i] = (MissionType)(i * 4); // 4 missions per set } scoreMultiplier += ((int)activeMissions[i] % 4) * scoreMultiplierIncrement; } if (instantGUINotification) { guiManager = GUIManager.instance; instantNotificationDelay = new WaitForSeconds(instantGUINotificationUpdateInterval); GameManager.instance.OnStartGame += StartGame; } }
public void Start() { gameManager = GameManager.instance; dataManager = DataManager.instance; missionManager = MissionManager.instance; coinGUICollection = CoinGUICollection.instance; guiState = GUIState.MainMenu; inGamePowerUpData = new CoroutineData(); gameManager.OnPauseGame += GamePaused; lastClickTime = -clickDelay; // hide everything except the main menu screenTouch.SetActive(false); mainMenuPanel.SetActive(true); logoPanel.SetActive(true); inGameLeftPanel.SetActive(false); inGameTopPanel.SetActive(false); inGameRightPanel.SetActive(false); if (revivePanel != null) revivePanel.SetActive(false); endGamePanel.SetActive(false); storePanel.SetActive(false); statsPanel.SetActive(false); missionsPanel.SetActive(false); if (inGameMissionsPanel != null) inGameMissionsPanel.SetActive(false); pausePanel.SetActive(false); tutorialPanel.SetActive(false); }
public void Awake() { instance = this; }