// Use this for initialization void Start() { // platformWidth = thePlatform.GetComponent<BoxCollider2D>().size.x; platformWidths = new float [theObjectPools.Length]; for (int i = 0; i < theObjectPools.Length; i++) { platformWidths[i] = theObjectPools[i].pooledObject.GetComponent <BoxCollider2D>().size.x; } minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; theTruffleGenerator = FindObjectOfType <TruffleGenerator>(); }
void Start() { {/* object generation notes * first we set our platformWidths to a number that we get by finding the length of an object within our object pools (in the editor). * so our platformWidths will be set to the 'Length' (size on the x axis). in my project all the platforms are built to be the same size * so this doesn't do much, but still gives me room to make changes later. * * we have 'for loop', which will initialize at 0, then check to see if the object in our ObjectPools has a size. it should, so then * we set our platformWidths * */ } platformWidths = new float [theObjectPools.Length]; for (int i = 0; i < theObjectPools.Length; i++) { platformWidths[i] = theObjectPools[i].pooledObject.GetComponent <BoxCollider2D>().size.x; } theTruffleGenerator = FindObjectOfType <TruffleGenerator>(); }