void Start() { justWon = false; //smoke.SetActive(false); //bigExplosion.SetActive(false); levelmanager = LevelManager.FindObjectOfType <LevelManager>(); battlecontroller = BattleControllerTurnBased.FindObjectOfType <BattleControllerTurnBased>(); playercontroller = RTSBattleController.FindObjectOfType <RTSBattleController>(); takeAwayEnemy = PlayerPrefs.GetInt("NGC1300NUMBER_OF_ENEMIES") - 1; xp = XP.FindObjectOfType <XP>(); }
void Start() { playerShipTarget = PlayerShip.GetComponent <Transform> (); playerAccuracy = PlayerPrefs.GetFloat("GUNNER") + 50f; deflectorDamage = PlayerPrefs.GetFloat("DEFLECTORS"); justWon = false; //smoke.SetActive(false); //bigExplosion.SetActive(false); levelmanager = LevelManager.FindObjectOfType <LevelManager>(); battlecontroller = BattleControllerTurnBased.FindObjectOfType <BattleControllerTurnBased>(); playercontroller = RTSBattleController.FindObjectOfType <RTSBattleController>(); takeAwayEnemy = PlayerPrefs.GetInt("NGC1300NUMBER_OF_ENEMIES") - 1; xp = XP.FindObjectOfType <XP>(); }
//EnemyFireAndDamage enemycontroller; void Start() { animator = statusTextPanel.GetComponent <Animator> (); music = Music.FindObjectOfType <Music> (); //music.BattleClip (); //StartPlayerTurn(); enemyFlee = false; playerFlee = false; attackPoints = PlayerPrefs.GetInt("PLAYER_AP"); playercontroller = RTSBattleController.FindObjectOfType <RTSBattleController>(); }
void Start() { singleFight = SingleFightScriptPlace.FindObjectOfType <SingleFightScriptPlace> (); playerhealth = PlayerHealth.FindObjectOfType <PlayerHealth> (); playerController = RTSBattleController.FindObjectOfType <RTSBattleController> (); battleController = BattleControllerTurnBased.FindObjectOfType <BattleControllerTurnBased> (); if (singleFight == null) { playerController2 = PlayerAttackScriptMultipleEnemies.FindObjectOfType <PlayerAttackScriptMultipleEnemies> (); battleController2 = BattleControllerTurnBasedMultipleScript.FindObjectOfType <BattleControllerTurnBasedMultipleScript> (); } /*repair.SetActive (false); * shield.SetActive (true); * attackPoints.SetActive (false); * weaponBoost.SetActive (false); */ CheckIfAnyActive(); }