//............................................................ //.................................................. * START * void Start() { GameObject sceneManagerObject = GameObject.FindGameObjectWithTag("SceneManager"); m_SceneManager = sceneManagerObject.GetComponent <SceneManagement_SD>(); GameObject spawnerObject = GameObject.FindGameObjectWithTag("Spawner"); cannonRef_Spawner = spawnerObject.GetComponent <Spawner>(); GameObject sfxCannonObject = GameObject.Find("sfx_Cannon"); cannonAudioSource = sfxCannonObject.GetComponent <AudioSource>(); GameObject lightObject = GameObject.Find("CannonFlash"); fx_CannonLight = lightObject.GetComponent <Light>(); //Sets Network input if (X_IsAccelerometerON == true) { netInput = GameManager.GameManagerInstance.gameObject.GetComponent <NetworkServerUI>(); } }
//............................................................ //.................................................. * START * void Start() { GameObject m_PlayerObject = GameObject.FindGameObjectWithTag("Player"); m_Player = m_PlayerObject.GetComponent <PlayerMovement>(); GameObject m_CatchBoxObject = GameObject.FindGameObjectWithTag("CatchBox"); m_CatchBox = m_CatchBoxObject.GetComponent <CatchBox>(); m_TotalScoreText = GameObject.Find("TotalScore").GetComponent <Text>(); m_TotalScoreTextShadow = GameObject.Find("TotalScoreShadow").GetComponent <Text>(); m_NotifierText = GameObject.Find("NotifierText").GetComponent <Text>(); //Sets Network input netInput = GameManager.GameManagerInstance.gameObject.GetComponent <NetworkServerUI>(); if (m_PlayerEstablishedMaxSwingForce > 0) { m_SwingForceLevel_3 = (m_PlayerEstablishedMaxSwingForce - (m_PlayerEstablishedMaxSwingForce / 5)); m_SwingForceLevel_2 = (m_PlayerEstablishedMaxSwingForce - ((m_PlayerEstablishedMaxSwingForce / 2.5f))); m_SwingForceLevel_1 = (m_PlayerEstablishedMaxSwingForce - (m_PlayerEstablishedMaxSwingForce / 1.5f)); } //else, we need to reestablish the players strength, but for now let's just leave a default max below... if (m_PlayerEstablishedMaxSwingForce <= 0) { m_PlayerEstablishedMaxSwingForce = 3; } }
//this is best to implement the Singleton pattern for MusicPlayer instance private void Awake() { if (_instance != null) { Destroy(gameObject); } else { _instance = this; DontDestroyOnLoad(gameObject); } }
// Use this for initialization void Start() { UI_manager = GameObject.FindGameObjectWithTag("uiManager").GetComponent <UIManager>(); netControl = GameManager.GameManagerInstance.gameObject.GetComponent <NetworkServerUI>(); //fairyTargets = GameObject.FindGameObjectsWithTag("Target"); distances = new float[fairyTargets.Length]; targetNumb = 0; var vuforia = VuforiaARController.Instance; vuforia.RegisterVuforiaStartedCallback(OnVuforiaStarted); vuforia.RegisterOnPauseCallback(OnPaused); }
override protected void Start() { _shootHandler = gameObject.GetComponentInChildren <ShootHandler>(); _lifeHandler = gameObject.GetComponent <ShipLifeHandler>(); MaxSpeed = MAX_SPEED; //speed we can reach in 1 sec RotSpeed = ROT_SPEED; //speed we can turn in 1 sec ShipBoundaryRadius = BOUNDARY_RADIUS; ResetHealth(); _shootHandler.DamageDealtModifier = DAMAGE_DEALT_MODIFIER; _shootHandler.PlayerLayer = this.gameObject.layer; NetworkServerUI.SendHealthInfo((gameObject.layer - Constants.LAYER_OFFSET) + 1, HEALTH, true); }
private void Update() { //_deathAnimation.SetBool("ShipIsDead", true); if (gameObject.layer != INVULN_LAYER && !_isDead) { NetworkServerUI.SendHealthInfo((gameObject.layer - Constants.LAYER_OFFSET) + 1, Health, false); } if (this.gameObject.layer == INVULN_LAYER && !_isDead) { _invulnTimer -= Time.deltaTime; if (_invulnTimer <= 0) { gameObject.layer = this._correctLayer; } } }
// Use this for initialization void Start() { input = GameObject.Find("NetworkManager").GetComponent <NetworkServerUI>(); }