void Start() { uiMaster = GameObject.FindGameObjectWithTag("GM").GetComponent <UI_Master> (); dialoguePanel = uiMaster.dialoguePanel; dialogueText = uiMaster.dialogueText; charPortrait = uiMaster.charPortrait; survivorPanel = uiMaster.survivorPanel; charName = uiMaster.charName; myTransform = transform; if (mySprite == null) { // when this Survivor is spawned they need a name name = GetName(false); // get the Sprite (for the Player's UI if this Survivor joins a town) mySprite = GetComponent <SpriteRenderer> ().sprite; } // get the current mood Type moodType = GetMoodType(); // and store the current mood currMood = mood; if (townCentral == null) { townCentral = GameObject.FindGameObjectWithTag("Town_Central").GetComponent <Town_Central>(); } }
bool buildingChecked; // so I can stop update calling CheckBuilding void Start() { mySurvivor = GetComponent <Survivor> (); uiMaster = mySurvivor.uiMaster; myTurret = mySurvivor.townTile.GetComponentInChildren <Turret>(); // myTurret.seekPlayer = true; }
void Start() { mySurvivor = GetComponent <Survivor> (); uiMaster = mySurvivor.uiMaster; }
private void Start() { uiMaster = UIMaster.GetComponent <UI_Master>(); }
void Start() { mySurvivor = GetComponent <Survivor> (); uiMaster = mySurvivor.uiMaster; myFarm = mySurvivor.townTile.GetComponentInChildren <Farm>(); }