// *** Maybe make an OnDestroy Method for scoring and respawning? public void Start() { _soundManager = GameObject.Find("SoundManager").GetComponent <SoundManager>(); if (initalJumpForce != 0) { jumpForce = initalJumpForce; } if (SceneManager.GetActiveScene() == SceneManager.GetSceneByName("Shootout")) { canShoot = true; } chargeMultiplier = 1.0f; isAttacking = false; stunned = false; actionsLeft = 3; _respawner = GameObject.Find("Respawner").GetComponent <RespawnerScript>(); _scoreManager = GameObject.Find("Canvas").GetComponent <ScoreManager>(); _rigidbody = GetComponent <Rigidbody2D>(); _renderer = GetComponent <SpriteRenderer>(); _renderer.color = thisColor; StartCoroutine(Invincible()); }
void Start() { _respawner = GameObject.Find("Respawner").GetComponent <RespawnerScript>(); _scoreManager = GameObject.Find("Canvas").GetComponent <ScoreManager>(); _rigidbody = GetComponent <Rigidbody2D>(); _renderer = GetComponent <SpriteRenderer>(); thisColor = _renderer.color; }
void Start() { _respawner = GameObject.Find("Respawner").GetComponent <RespawnerScript>(); _scoreManager = GameObject.Find("Canvas").GetComponent <ScoreManager>(); if (transform.position.y > 0) { // bulletSpeed *= -1f; Debug.Log("Called"); Debug.Log(gameObject.tag + "Speed = " + bulletSpeed); transform.rotation = Quaternion.Euler(new Vector3(0f, 0f, 180f)); } }
private void Start() { _respawner = GameObject.Find("Respawner").GetComponent <RespawnerScript>(); _scoreManager = GameObject.Find("Canvas").GetComponent <ScoreManager>(); }