void Start() { gameController = GameObject.FindGameObjectWithTag("GameController"); colorPicker = gameController.GetComponent <ColorPicker> (); populationMovement = gameController.GetComponent <PopulationMovement> (); sp = GetComponent <SpriteRenderer> (); col = GetComponent <PolygonCollider2D> (); population = 100; populationMovement.totalPopulation += population; selectionThing.SetActive(false); float centerX = 0f; float centerY = 0f; for (int i = 0; i < col.points.Length; i++) { float centerXX = col.points [i].x; centerX += centerXX; float centerYY = col.points [i].y; centerY += centerYY; } float sumX = centerX / col.points.Length; float sumY = centerY / col.points.Length; center = new Vector2(sumX, sumY); //canvasChild.GetComponent<RectTransform>().position = new Vector3 (center.x, center.y, 0); populationText.color = Color.white; }
void Start() { populationMovement = GameObject.FindGameObjectWithTag("GameController").GetComponent <PopulationMovement> (); lastPos = transform.position; // adjust rotation if (populationMovement.rotationObject.transform.rotation.eulerAngles.y <= 90.1f) { angle = (populationMovement.rotationObject.transform.rotation.eulerAngles.x - 90f) * -1f; } else { angle = populationMovement.rotationObject.transform.rotation.eulerAngles.x - 90f; } zAngles = transform.rotation.eulerAngles; zAngles.z = angle + 90; transform.rotation = Quaternion.Euler(zAngles); }
void Start() { populationMovement = GetComponent <PopulationMovement> (); endGameMenu.SetActive(false); }