void Start()
 {
     sec = GetComponent <Sequensing>();
     inGameButtons.Clear();
     bodyParts.Clear();
     for (int i = 0; i < gameButtons.transform.childCount; i++)
     {
         inGameButtons.Add(gameButtons.transform.GetChild(i).gameObject);
     }
     for (int i = 0; i < bodyPartsObject.transform.childCount; i++)
     {
         bodyParts.Add(bodyPartsObject.transform.GetChild(i).gameObject);
     }
     foutenText.text = moestOpnieuwBeginnen ? (fouten > 1 ? "Je moest opnieuw beginnen, je hebt nog " + fouten + " fouten over" : "Je moest opnieuw beginnen, je hebt nog " + fouten + " fout over") : (fouten > 1 ? "Je hebt nog " + fouten + " fouten over" : "Je hebt nog " + fouten + " fout over");
 }
Example #2
0
    void Start()
    {
        circleHand   = FindObjectOfType <CircleHandler>();
        hand         = FindObjectOfType <SnapperHandler>();
        seq          = FindObjectOfType <Sequensing>();
        pick         = FindObjectOfType <ObjectPicker>();
        parentObject = transform.parent.gameObject;

        for (int i = 0; i < ignoreThisIfNeedid.Count; i++)
        {
            try
            {
                Physics.IgnoreCollision(ignoreThisIfNeedid[i], GetComponent <BoxCollider>());
            }
            catch { }
        }
    }