// Use this for initialization void Start() { //need a coroutine to build the maze, rotate, drop in, spawn ball PE = GetComponent <PuzzleEvents>(); StartCoroutine(spawnMaze(8, 8)); floor = GameObject.Find("Floor").GetComponent <Floor>(); }
// Use this for initialization void Start() { pE = GetComponent <PuzzleEvents>(); floor = GameObject.Find("Floor").GetComponent <Floor>(); floor.setAllTilesVisibility(false); myCoroutine = StartCoroutine(spawnMoles()); myTarget = Instantiate(target); }
private void OnTriggerEnter(Collider other) { if (other.tag == "MainCamera") { Anim = other.GetComponent <Animator>(); puzzleInstance = Instantiate(puzzleToSpawn, PuzzleLocation); PE = puzzleInstance.GetComponent <PuzzleEvents>(); PE.OnSolve += ChallangeComplete; } }
// Use this for initialization void Start() { pE = GetComponent <PuzzleEvents>(); // TE = GetComponent<TetrisExplosion>(); spawnerFront = Instantiate(tetrisSpawner, frontSpawn); // spawnerLeft = Instantiate(tetrisSpawner, leftSpawn); // spawnerRight = Instantiate(tetrisSpawner, rightSpawn); floor = GameObject.Find("Floor").GetComponent <Floor>(); arrayOfTiles = floor.getArrayOfTiles(); // setUpParticleFields(); }
void Awake() { PE = GetComponent <PuzzleEvents>(); floor = GameObject.Find("Floor").GetComponent <Floor>(); notSelectorTiles = floor.getAllTiles(); }