// Start is called before the first frame update void Start() { mFireScr = gameObject.GetComponentInChildren <Fire>(); mSupScr = gameObject.GetComponentInChildren <SuperAttackController>(); switch (curLvl) { case 1: curLvlExp = Lvl1Exp; break; case 2: curLvlExp = Lvl2Exp; break; case 3: curLvlExp = Lvl3Exp; break; case 4: curLvlExp = Lvl4Exp; break; default: break; } UpdateUI(); }
void Start() { player = ReInput.players.GetPlayer(myPlayerID); gameManager = GameObject.Find("GameManager"); respawnManager = gameManager.GetComponent <RespawnManager>(); rb = GetComponent <Rigidbody>(); myHealth = GetComponent <Health>(); mySFXManager = GetComponent <SFXManager>(); myFire = GetComponentInChildren <Fire>(); myFire.player = player; myFire.playerController = this; myFire.myPlayerID = myPlayerID; mySuperController = GetComponentInChildren <SuperAttackController>(); mySuperController.myPlayerController = this; myTowerManager = gameManager.GetComponent <TowerManager>(); mySuperController.myPlayerID = myPlayerID; fadeInOut = cam.GetComponent <FadeInOut>(); normalSpeed = moveSpeed; //num 00 tempLayer = (gameObject.layer + 2); //bitshifted layer number 0000 myColorCheck = 1 << tempLayer; //layer 00 myColorLayer = Mathf.Log(myColorCheck, 2); print(gameObject.name + " " + myColorLayer); switch (myColorLayer) { case 8: layerToTakeDamageFrom = 11; break; case 9: layerToTakeDamageFrom = 10; break; } }