private void Awake() { Cursor.lockState = CursorLockMode.Locked; maxMouse = mouseSensitivity; time = GameObject.Find("Time").GetComponent <TimeProgression>(); InvokeRepeating("SlowCam", 1f, 1f); }
void Awake() { cam = Camera.main; playerTool = GetComponentInChildren <PlayerTool>(); anim = GetComponent <Animator>(); time = GameObject.Find("Time").GetComponent <TimeProgression>(); InvokeRepeating("SlowAnimator", 1f, 1f); }
Vector3 groundVelocity;//jump and fall velocity void Awake() { characterController = GetComponent <CharacterController>(); groundCheck = GameObject.Find("GroundCheck"); maxSpeed = speed; maxSprint = sprintBoost; maxJump = jumpHeight; time = GameObject.Find("Time").GetComponent <TimeProgression>(); InvokeRepeating("SlowPlayer", 1f, 1f); }
private void Awake() { dayNight = GameObject.FindWithTag("Time").GetComponent <DayNight>(); if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
private void Awake() { dayNight = GameObject.FindWithTag("Time").GetComponent <DayNight>(); if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } //playerController = GameObject.Find("MovePoint"); canvasGroup = GameObject.Find("BlackoutImage").GetComponent <CanvasGroup>(); duskText = GameObject.Find("DuskText").GetComponent <Text>(); sleepText = GameObject.Find("NightText").GetComponent <Text>(); //InvokeRepeating("TrackTime", 1f, 1f); if (!charlotteInitialized) { charlotte = GameObject.Find("Charlotte"); charlotte.SetActive(false); charlotteInitialized = true; } }
void Awake() { time = GameObject.Find("Time").GetComponent <TimeProgression>(); trigger = this.GetComponent <Trigger>(); }
// Start is called before the first frame update void Awake() { Time = GameObject.Find("Time").GetComponent<TimeProgression>(); time = Time.GetTime(); }
// Start is called before the first frame update void Awake() { Time = GameObject.FindWithTag("Time").GetComponent <TimeProgression>(); time = Time.GetTime(); will = ambientW + intrinsicW; }