// Start is called before the first frame update void Start() { //reviveButtonRect.anchoredPosition = new Vector2(0, 500); pool = GameObject.Find("Tilemap").GetComponent <ObjectPoolNS>(); anim = GetComponent <Animator>(); /* * GameManager.manager.coin_in_bank = PlayerPrefs.GetFloat("current_coins", 0); * GameManager.manager.max_fatigue = PlayerPrefs.GetFloat("max_fatigue", 10); * GameManager.manager.fatigue_recover_multiplier = PlayerPrefs.GetFloat("fatigue_recover", 5); * GameManager.manager.fatigue_drain_rate = PlayerPrefs.GetFloat("fatigue_drain", 1); * GameManager.manager.pushing_max = PlayerPrefs.GetFloat("max_hold", 3); * GameManager.manager.pushing_drain_rate = PlayerPrefs.GetFloat("hold_time_drain", 1); * GameManager.manager.fast_duration = PlayerPrefs.GetFloat("fast_duration", 0.9f); * * GameManager.manager.max_fatigue_coin_req = PlayerPrefs.GetFloat("max_fatigue_cost", 100); * GameManager.manager.fatigue_recover_coin_req = PlayerPrefs.GetFloat("fatigue_recover_cost", 100); * GameManager.manager.fatigue_drain_coin_req = PlayerPrefs.GetFloat("fatigue_drain_cost", 100); * GameManager.manager.max_hold_coin_req = PlayerPrefs.GetFloat("max_hold_cost", 100); * GameManager.manager.hold_drain_coin_req = PlayerPrefs.GetFloat("hold_time_drain_cost", 100); * GameManager.manager.fast_duration_coin_req = PlayerPrefs.GetFloat("fast_duration_cost", 100); */ stop_counter.maxValue = GameManager.manager.pushing_max; fatigue_counter.maxValue = GameManager.manager.max_fatigue; }
private void Start() { shake = FindObjectOfType <CamShake>(); box_collider = GetComponent <BoxCollider2D>(); transform.position = start_pos.position; barrelPool = GameObject.Find("Barrel Spawner").GetComponent <ObjectPoolNS>(); health = 1; }
// Start is called before the first frame update void Start() { tilemap_pool = GetComponentInParent <ObjectPoolNS>(); }
// Start is called before the first frame update void Start() { ID = 1; box_particles = GameObject.Find("Particles").GetComponent <ObjectPoolNS>(); transform.position = start_pos.position; }
// Start is called before the first frame update void Start() { rb2d = GetComponent <Rigidbody2D>(); shake = FindObjectOfType <CamShake>(); pool = GameObject.Find("Tilemap").GetComponent <ObjectPoolNS>(); }
private void Start() { boss = GetComponentInChildren <Pig>(); bullet_pool = GameObject.Find("Enemy Projectile Pool").GetComponent <ObjectPoolNS>(); }
private void Start() { pool = GameObject.Find("Tilemap").GetComponent <ObjectPoolNS>(); }
// Start is called before the first frame update void Start() { player_death = FindObjectOfType <PlayerDeath>(); quest_giver = FindObjectOfType <Quest_Giver>(); pool = GameObject.Find("Tilemap").GetComponent <ObjectPoolNS>(); }
// Start is called before the first frame update void Start() { transform.position = start_pos.position; barrels = GameObject.Find("Barrel Spawner").GetComponent <ObjectPoolNS>(); health = 1; }
// Start is called before the first frame update void Start() { rb2d = GetComponent <Rigidbody2D>(); particles = GameObject.Find("Particles").GetComponent <ObjectPoolNS>(); //rb2d.AddForce(Vector2.right * speed, ForceMode2D.Impulse); }