// Use this for initialization void Start() { option = GamePlayUIandRuleManagementOption.GetComponent <OptionSetting>(); uiText = GameObjectTarget.GetComponent <Text>(); dataBefore = option.data; soundSetting = dataBefore.EnableSound ? 0 : 1; uiText.text = dataBefore.EnableSound ? soundEnable : soundDisable; }
// Use this for initialization void Start() { option = GamePlayUIandRuleManagementOption.GetComponent <OptionSetting>(); uiText = GameObjectTarget.GetComponent <Text>(); dataBefore = option.data; difSetting = dataBefore.dificulty; uiText.text = dataBefore.dificulty == 0 ? easy : dataBefore.dificulty == 1 ? normal : dataBefore.dificulty == 2 ? hard : dataBefore.dificulty == 3 ? crazy : easy; }
private void Start() { option = GamePlayUIandRuleManagementOption.GetComponent <OptionSetting>(); dataBefore = option.data; sprite = spriteGameObject.GetComponent <SpriteRenderer>(); colorStateEnemy = dataBefore.colorForEnemy == "BLUE" ? 0 : dataBefore.colorForEnemy == "RED" ? 1 : dataBefore.colorForEnemy == "YELLOW" ? 2 : dataBefore.colorForEnemy == "GREEN" ? 3 : dataBefore.colorForEnemy == "CYAN" ? 4 : dataBefore.colorForEnemy == "MAGENTA" ? 5 : 1; sprite.sprite = dataBefore.colorForEnemy == "BLUE" ? blue : dataBefore.colorForEnemy == "RED" ? red : dataBefore.colorForEnemy == "YELLOW" ? yellow : dataBefore.colorForEnemy == "GREEN" ? green : dataBefore.colorForEnemy == "CYAN" ? cyan : dataBefore.colorForEnemy == "MAGENTA" ? magenta : red; }