private void Awake() { _streakCounter = FindObjectOfType <StreakCounter>(); showStreak = streakUI.DOFade(1, .5f).From(0).Pause(); closeStreak = streakUI.DOFade(0, .5f).OnComplete(() => streakUI.gameObject.SetActive(false)).Pause(); }
private void Start() { _gameController = FindObjectOfType <GameController>(); _streakCounter = FindObjectOfType <StreakCounter>(); _levelController = FindObjectOfType <LevelController>(); isAlive = true; Health += _levelController.HealthOfEnemiesMultiplication; }
void Awake() { _gameController = FindObjectOfType <GameController>(); _rythmSounds = FindObjectOfType <RythmSounds>(); _streakCounter = FindObjectOfType <StreakCounter>(); Note1 = gameObject.transform.Find("Note1").gameObject; Note2 = gameObject.transform.Find("Note2").gameObject; Note3 = gameObject.transform.Find("Note3").gameObject; Note4 = gameObject.transform.Find("Note4").gameObject; Beat = gameObject.transform.Find("Beat").gameObject; Note1Mat = (Material)Resources.Load("Note1Mat", typeof(Material)); Note2Mat = (Material)Resources.Load("Note2Mat", typeof(Material)); Note3Mat = (Material)Resources.Load("Note3Mat", typeof(Material)); Note4Mat = (Material)Resources.Load("Note4Mat", typeof(Material)); switch (note) { case (NoteNumbers.Note1): _noteSoundLoc = Note1; _noteMaterial = Note1Mat; break; case (NoteNumbers.Note2): _noteSoundLoc = Note2; _noteMaterial = Note2Mat; break; case (NoteNumbers.Note3): _noteSoundLoc = Note3; _noteMaterial = Note3Mat; break; case (NoteNumbers.Note4): _noteSoundLoc = Note4; _noteMaterial = Note4Mat; break; case (NoteNumbers.Beat): _noteSoundLoc = Beat; _noteMaterial = Note1Mat; break; } sound = _noteSoundLoc.GetComponent <AudioSource>(); gameObject.GetComponent <MeshRenderer>().material = _noteMaterial; }