void Start() { currentHealth = maxHealth; target = FindObjectOfType <Player>(); selfRotationSpeed.z = Random.Range(-60, 60); if (GetComponent <AIDestinationSetter>() != null) { GetComponent <AIDestinationSetter>().target = target.transform; } timeBetweenShots = startTimeBetweenShots; gameManager = FindObjectOfType <SurvivalGameManager>(); }
// Use this for initialization void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
void Start() { if (PowerUpManager.powerUpManager.selectedActivePowerUps.Count < 1) { useButton.gameObject.SetActive(false); } else { gameManager = FindObjectOfType <SurvivalGameManager>(); power = PowerUpManager.powerUpManager.powerUps .FirstOrDefault( s => s.powerUpType == PowerUpManager.powerUpManager.selectedActivePowerUps[0]); Set(); } }
void Start() { //Random belirle tek taraflı mı değil mi if (Random.Range(0, 2) > 0) { isOneSided = true; } TurnRandom(); gameManager = FindObjectOfType <SurvivalGameManager>(); if (isOneSided) { leftParticle.gameObject.SetActive(false); arrow.SetActive(true); } }
void Start() { survivalManager = FindObjectOfType <SurvivalGameManager>(); }
void Start() { activePowerUp = FindObjectOfType <ActivePowerUpGameUI>(); survivalManager = FindObjectOfType <SurvivalGameManager>(); }
void Start() { survivalManager = FindObjectOfType <SurvivalGameManager>(); enemyManager = FindObjectOfType <SurvivalEnemyManager>(); waveIndex = survivalManager.waveIndex; }