// Use this for initialization void Start() { go = GameObject.Find("Handler"); kontrolli = go.GetComponent <Kontrolli>(); sr = GetComponent <SpriteRenderer>(); targetPos = transform.position; m_Grid = GameObject.Find("Grid").GetComponent <Grid>(); tilemap = GameObject.Find("Base").GetComponent <Tilemap>(); startTime = Time.time; Debug.Log("GAMEOBJECT ENABLED " + startTime + "POSITION " + targetPos); gridPos = m_Grid.WorldToCell(targetPos); Debug.Log("gridPos = " + gridPos); //Start the coroutine we define below named ExampleCoroutine. //StartCoroutine(ExampleCoroutine()); //InitGame(); }
// Use this for initialization void Awake() { fRuudukko = new float[10, 10]; iRuudukko = new int[10, 10, 3]; //koordinaatit, id, tyyppi, merkattu = 1 //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); m_Grid = GameObject.Find("Grid").GetComponent <Grid>(); tilemap = GameObject.Find("Base").GetComponent <Tilemap>(); }
// Use this for initialization void Awake() { go = GameObject.Find("Handler"); kontrolli = go.GetComponent <Kontrolli>(); targetPos = transform.position; }
// Use this for initialization void Start() { go = GameObject.Find("Handler"); kontrolli = go.GetComponent <Kontrolli>(); }