public void Initialization(CircleManager manager, Color color, int index, float maxDistance) { circleManager = manager; spriteRenderer.color = color; _indexColor = index; _maxDistanceLine = maxDistance; }
private void Awake() { instance = this; DontDestroyOnLoad(gameObject); _circleManager = FindObjectOfType <CircleManager>(); _uiManager = FindObjectOfType <UIManager>(); }
void Awake() { if (Instance == null) { Instance = this; } }
public void ActivateCircle(GameObject newHolderPrefab) { holderPrefab = newHolderPrefab; circleManager = gameObject.GetComponent <CircleManager>(); empty = Instantiate(holderPrefab); empty.transform.SetParent(gameObject.transform, false); ShowEmptyText(); }
void ResetGameState() { consecutiveMissCount = 0; startButton.SetTrigger("Reset"); CircleManager.ResetCircles(); }
private void Start() { circleManager = GameObject.FindObjectOfType <CircleManager>(); }
// Start is called before the first frame update void Start() { Aim = FindObjectOfType <Aim>().gameObject; cm = FindObjectOfType <CircleManager>(); putArrow = FindObjectOfType <PutArrow>(); }
private void Awake() { circleManager = gameObject.GetComponent <CircleManager>(); }