// Start is called before the first frame update void Start() { ///////////////////////////////// // Cube Cases, Actual Cubes, Large Colls ///////////////////////////////// cubeCase = entireCubeSetUp.transform.Find("Cube Case").gameObject; outerCubes = cubeCase.GetComponent <MatchRotationOnStart>().outerCubes; outerActualCubes = new GameObject[outerCubes.Length]; outerLargeColliders = new GameObject[outerCubes.Length]; for (int i = 0; i < outerActualCubes.Length; i++) { outerActualCubes[i] = outerCubes[i].transform.Find("Actual Cube").gameObject; } for (int i = 0; i < outerCubes.Length; i++) { outerLargeColliders[i] = GameObject.Find("Table/Side Cube " + i + "/Large Collider").gameObject; } ///////////////////////////////// // Layer Rotate ///////////////////////////////// layerRotate = GetComponent <LayerRotate>(); outerLayerRotateScript = new LayerRotate[outerCubes.Length]; for (int i = 0; i < outerLayerRotateScript.Length; i++) { outerLayerRotateScript[i] = outerActualCubes[i].GetComponent <LayerRotate>(); } ///////////////////////////////// // Dummy Cubes ///////////////////////////////// resetCube = GameObject.Find("Dummy Cube Reset").gameObject; threeStepsCube = GameObject.Find("Dummy Cube 3Steps").gameObject; middleMiniCubes = new GameObject[GetComponent <LayerRotate>().Cubes.Length]; for (int i = 0; i < middleMiniCubes.Length; ++i) { middleMiniCubes[i] = GetComponent <LayerRotate>().Cubes[i].gameObject; } resetMiniCubes = new GameObject[GetComponent <LayerRotate>().Cubes.Length]; for (int i = 0; i < resetMiniCubes.Length; ++i) { resetMiniCubes[i] = resetCube.GetComponent <LayerRotateDummy>().Cubes[i].gameObject; } threeStepsMiniCubes = new GameObject[GetComponent <LayerRotate>().Cubes.Length]; for (int i = 0; i < threeStepsMiniCubes.Length; ++i) { threeStepsMiniCubes[i] = threeStepsCube.GetComponent <LayerRotateDummy>().Cubes[i].gameObject; } /////////////////// // Text Mesh Pro /////////////////// textMeshPro = GameObject.Find("Canvas/Counter").gameObject.GetComponent <TextMeshProCounter>(); }
// Start is called before the first frame update void Start() { // IMPORTANT!: Ensure that all collider children are in correct order in the inspector. for (int i = 0; i < Colliders.Length; ++i) { Colliders[i] = transform.GetChild(i); } textMeshPro = GameObject.Find("Canvas/Counter").gameObject.GetComponent <TextMeshProCounter>(); textMeshPro.setCounter(0); layerRotate = actualCube.GetComponent <LayerRotate>(); }