/// <summary> /// Get object references /// </summary> void Start() { cont = FindObjectOfType(typeof(BullController)) as BullController; buttonJumping = false; jumpButton = GameObject.Find("jumpButton").GetComponent <Sprite> (); rightButton = GameObject.Find("rightButton").GetComponent <Sprite> (); leftButton = GameObject.Find("leftButton").GetComponent <Sprite> (); }
// Use this for initialization void Start() { stageClearSign = GameObject.Find("stageClearSign").GetComponent <SpriteRenderer> (); getReadySign = GameObject.Find("getReadySign").GetComponent <SpriteRenderer> (); youDiedSign = GameObject.Find("youDiedSign").GetComponent <SpriteRenderer> (); control = FindObjectOfType(typeof(BullController)) as BullController; youDiedSign.enabled = false; stageClearSign.enabled = false; StartCoroutine(GetReady()); StopCoroutine(GetReady()); }
private void Awake() { if (Self) { Destroy(this); } Self = this; Bull = gameObject.GetComponent <BullController>(); BullInput = new BullTempControls(); BullInput.BullTempCtrlMap.BullCharge.performed += bullctx => BullChargeAttack(bullctx); BullInput.BullTempCtrlMap.BullJump.performed += bullctx => BullJumpAttack(bullctx); BullInput.BullTempCtrlMap.BullSing.performed += bullctx => BullSingAttack(bullctx); }
void Start() { TitleScreen = GameObject.FindGameObjectWithTag("TitleScreen").GetComponent <Canvas>(); VictoryScreen = GameObject.FindGameObjectWithTag("VictoryScreen").GetComponent <Canvas>(); GUI = GameObject.FindGameObjectWithTag("GUI").GetComponent <Canvas>(); Timer = GetComponent <GameTimer>(); Runners[0] = GameObject.FindGameObjectWithTag("RunnerOne").GetComponent <RunnerMovement>(); Runners[1] = GameObject.FindGameObjectWithTag("RunnerTwo").GetComponent <RunnerMovement>(); Runners[2] = GameObject.FindGameObjectWithTag("RunnerThree").GetComponent <RunnerMovement>(); BullRider = GameObject.FindGameObjectWithTag("BullRider").GetComponent <BullController>(); ControllerCount = XCI.GetNumPluggedCtrlrs(); playerIDs = new int[ControllerCount]; for (int PlayerIndex = 0; PlayerIndex < ControllerCount; ++PlayerIndex) { playerIDs[PlayerIndex] = PlayerIndex + 1; } }