public void destroyDestroyer() { Destroyer = GameObject.FindGameObjectWithTag("Entry").GetComponentInChildren <destroyer> (); if (Destroyer != null) { Destroyer.destroyself(); } }
// Start is called before the first frame update void Start() { audioSource = GetComponent <AudioSource>(); shur = FindObjectOfType <shuriken>(); dest = FindObjectOfType <destroyer>(); }
// Use this for initialization void Start() { des = GameObject.FindGameObjectWithTag("destroy"); DesScript = des.GetComponent <destroyer> (); trig = GameObject.FindGameObjectWithTag("MoveGround"); TrigScript = trig.GetComponent <Triggerer> (); Spawn(); }
void Start() { Destroyer = GameObject.FindGameObjectWithTag("Entry").GetComponentInChildren <destroyer> (); // hardcoding values for the only puzzle room. will be a switch once more exist helpSpawned = false; puzzleDoors [0] = 1; puzzleDoors [1] = 2; // if i plan on adding more puzzles with more rooms, but for now they hold arbitrary placeholder values puzzleDoors [2] = 66; puzzleDoors [3] = 66; numOfDoors = 2; floors [0] = new Vector3(200, 200, 0); floors [1] = new Vector3(200, 600, 0); floors [2] = new Vector3(600, 600, 0); floors [3] = new Vector3(600, 200, 0); }