void Awake() { target = GameObject.Find("Player").GetComponent <Act1Scene1Quest>(); if (this.gameObject.activeSelf == false) { // Debug.Log("Pakyu"); } else if (this.gameObject.activeSelf == true) { // Debug.Log("YEAH!"); target.audio.PlayOneShot(target.clip[1]); } }
void Awake() { act1Check = GameObject.Find("Player").GetComponent <Act1Scene1Quest>(); //checks if the tagged qindicator are in scene var aObjects = GameObject.FindGameObjectsWithTag("qIndicator"); //redefine the list to array var qObject = new GameObject[aObjects.Length]; //save the qobjects into the array for easy access when deactivated for (int i = 0; i < aObjects.Length; i++) { qObject[i] = aObjects[i]; // Debug.Log("object ="+qObject[i].name+"'s current state in this scene is"+ // qObject[i].activeInHierarchy+"and object is"+qObject[i]); } }
void Awake(){ target = GameObject.Find ("Chest 1").GetComponent<SpriteRenderer>(); newSprite = GameObject.Find ("Chest 2").GetComponent<SpriteRenderer>(); act1Check = GameObject.Find ("Player").GetComponent<Act1Scene1Quest>(); }