// Use this for initialization void Start () { player_ref = GameObject.Find ("Player").GetComponent<ec_player>(); currentState = gameState.starting; //set initial gamestate Bar = GameObject.Find("bar"); points_text = GameObject.Find("points"); tile_list = tile_list_editor; //assign our static list to the editor list so that our static function can use it lastTile = lastTile_editor; //assign our static lastTile to the editor one so that our static function can use it coinDecrease = Mathf.RoundToInt(goal/10); tileCount = 0; //reset tile count on new round //Call initial tile spawn spawnTile(); }
void Start() { player_ref = transform.parent.GetComponent<ec_player> (); }
// Use this for initialization void Start () { orig_dis = Vector3.Distance(transform.position, Camera.main.transform.position); last_pos = transform.position; player_ref = GameObject.FindGameObjectWithTag("Player").GetComponent<ec_player>(); }
void Start() { player_ref = GameObject.FindGameObjectWithTag("Player").GetComponent<ec_player>(); brain.tileCount += 1; //add one to tileCount in brain }
void Start() { player_ref = GameObject.FindGameObjectWithTag("Player").GetComponent<ec_player>(); }