public void PreProcess(double t_CoinEarnStateForLevel, float t_UpgradeProgressionOfCoinEarn = 0) { m_TimeManagerReference = TimeController.Instance; m_CoinEarnStateForLevel = t_CoinEarnStateForLevel; m_BufferTimeForCoinEarn = 0.1f - (0.09f * t_UpgradeProgressionOfCoinEarn); if (!m_IsCoinEarnControllerRunning) { m_NumberOfCoinEarnedOnThisLevel = 0; m_NumberOfCoinStackedToUpdateInUI = 0; m_IsCoinEarnControllerRunning = true; m_IsCoinEarnAllow = true; m_ListOfCoinInfo = new List <CoinInfo> (); StartCoroutine(ControllerForCoinEarn()); } }
private void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } m_InitialTimeScaleOnGameStart = Time.timeScale; m_InitialFixedDeltaTimeOnGameStart = Time.fixedDeltaTime; m_AbsoluteTimeScale = m_InitialTimeScaleOnGameStart; EnableAndDisableMonoBehaviour(false); }
private void OnEnable() { Reference = (TimeController)target; }