void Awake() { enemyMan = GameObject.Find("EnemyManagerGO").GetComponent <EnemyManager>(); profileChanger = Camera.main.GetComponent <PostProcessChange>(); screenFade = blackScreen.GetComponent <Renderer>().material; player = GameObject.Find("Player"); //Make black screen transparent at first blackScreen.SetActive(true); Color fadeColor = screenFade.color; fadeColor.a = 0f; screenFade.color = fadeColor; profileChanger.darkness = false; //Get all zone scripts on gameobjects zones = GameObject.FindObjectsOfType(typeof(Zone)) as Zone[]; //Sort by zone name for easy access/lookup zonesSorted = new Dictionary <ZoneNames, Zone>(); Zone z; for (int i = 0; i < zones.Length; ++i) { z = zones[i].GetComponent <Zone>(); zonesSorted.Add(z.zone, z); } //Set current zone currentZone = zonesSorted[startingZone]; //Assign camera clamp values UpdateCameraClamp(); //Get flag manager flagMan = GameObject.Find("FlagManagerGO").GetComponent <FlagManager>(); instructMan = GameObject.Find("InstructionManagerGO").GetComponent <InstructionManager>(); }
void Awake() { animator = gameObject.GetComponent <Animator>(); //Debug.Log("Player switching Combat states"); combatState = CombatStates.None; //Debug.Log("Player switching Attacks"); currentAttack = Attacks.None; entity = this.GetComponent <Entity>(); movement = this.GetComponent <PlayerMovement>(); enemyMan = GameObject.Find("EnemyManagerGO").GetComponent <EnemyManager>(); ppChange = GameObject.Find("Main Camera").GetComponent <PostProcessChange>(); hitFlashTimer = 0; }