public Material[] mats; //0: air; 1: dirt; 2: grass; 3: stone; void Start() { levelData = GameObject.FindGameObjectWithTag("terrain").GetComponent <loadLevel>(); lightMap = GameObject.FindGameObjectWithTag("terrain").GetComponent <LightMap>(); meshRenderer = gameObject.GetComponent <MeshRenderer>(); boxCollider = gameObject.GetComponent <BoxCollider2D>(); damage = gameObject.GetComponent <takeDamage>(); damage.levelData = levelData; damage.block = this; damageOverlay = transform.GetChild(0).GetComponent <SpriteRenderer>();; myShadow = gameObject.GetComponentInChildren <GetShadow>(); myShadow.lightMap = lightMap; SetupBlock(); }
public void Refresh() { if (Victims != null) { Victims.Clear(); } Victims = null; Victims = new ArrayList(); GameObject V = GameObject.Find("Victims"); if (V != null) { Neurons[] Vics = V.GetComponentsInChildren <Neurons>(); print("Found " + Vics.Length + " victims."); for (int i = 0; i < Vics.Length; i++) { setBravery(Vics[i]); Victims.Add(Vics[i].gameObject); } } Player = GameObject.FindGameObjectWithTag("Player"); GameObject canvas = GameObject.Find("Canvas"); loadLevel lev = canvas.GetComponent("loadLevel") as loadLevel; dead = lev.dead; win = lev.win; gameRunning = true; print("Finished setting up the game"); }
// Use this for initialization void Start() { level = GameObject.Find("Terrain").GetComponent <buildLevel>(); levelData = GameObject.Find("Terrain").GetComponent <loadLevel>(); }