// Since the GameManager doesnt delete itself between scene reloads, we need a function to cache what // is needed again, since those objects will be deleted. Basically this is a Start() function more or less void Init() { gameBegan = false; collectedCollecibles = 0; // reset score invController = GameObject.FindGameObjectWithTag("InventoryController").GetComponent <InventoryController>(); GameObject p = GameObject.FindGameObjectWithTag("Player"); dragScript = p.GetComponent <Drag>(); adjustScript = p.GetComponent <AdjustObjects>(); wireEditor = p.GetComponent <WireEditor>(); }
void Start() { if (parentInteractiveObject == null) { if (transform.parent.parent.gameObject.GetComponent <InteractiveObject>() == null) { Debug.LogError("This connection point could not find it's parents InteractiveObject", gameObject); } else { parentInteractiveObject = transform.parent.parent.gameObject.GetComponent <InteractiveObject>(); } } if (connectionID == -1) { if (!transform.parent.parent.gameObject.GetComponent <InteractiveObject>().draggable) { Debug.LogError("!!! This connection point does not have a manually set ID !!!", gameObject); } connectionID = largestNaturalConnectionID; largestNaturalConnectionID++; } wireEditor = GameObject.FindGameObjectWithTag("Player").GetComponent <WireEditor>(); glowObject = transform.parent.Find("glow").gameObject; if (glowObject == null) { Debug.LogError("Could not find a glow object for this connection point", gameObject); } sr = gameObject.GetComponent <SpriteRenderer>(); defaultSprite = sr.sprite; lidSprite = Resources.Load <Sprite>("socket_lid"); }