private void Awake() { blockInput = GameObject.FindGameObjectWithTag(ConstVar.tag_controller).GetComponent <BlockInput>(); row1 = GameObject.Find("ROW_1"); rowManager = row1.GetComponent <RowManager>(); // Getting list of prefabs to randomly choose one that will be created listOfPrefabs = transform.GetComponent <ListOfPrefabs>(); // Checking what type of game user has chosen, then we set block_falling_rate switch (ActiveGame.gameLevel) { case ActiveGame.difficulty.easy: block_falling_rate = 0.8f; block_death_rate = 0.8f; break; case ActiveGame.difficulty.medium: block_falling_rate = 0.6f; block_death_rate = 0.6f; break; case ActiveGame.difficulty.hard: block_falling_rate = 0.4f; block_death_rate = 0.4f; break; } blocksNames[0] = "Cube.000"; blocksNames[1] = "Cube.001"; blocksNames[2] = "Cube.002"; blocksNames[3] = "Cube.003"; }