// Use this for initialization void Start() { // get player reference player = GameObject.FindGameObjectWithTag("player").GetComponent <PlayerScript>(); // get generator component generator = GetComponent <ObstacleGenerator>(); // assumes the component is on this gameobject // get wheel reference wheel = GameObject.FindGameObjectWithTag("Roller").GetComponent <BigRoller>(); // get level select ref levelSelect = GetComponent <LevelSelect>(); // get UI ref UI = GetComponent <GameplayUI>(); // get actual player angle player.posOnWheel = Vector3.Angle(Vector3.up, player.transform.position - wheel.transform.position); currentLifeStage = 0; stressDistance = maxDistance; AudioController = GameObject.Find("Global").GetComponent <AudioControl>(); // Audio test stuff //bassTrack.clip = Bass; //melodyTrack.clip = Melody; }
// Use this for initialization void Start() { // set initial states manager = GameObject.Find("GameManager").GetComponent<GameManagerInit>(); wheel = manager.Wheel; currentLane = Location.lane.middle; // Set initial lane SetRandomLane(); }
// Use this for initialization void Start() { // set initial states manager = GameObject.Find("GameManager").GetComponent <GameManagerInit>(); wheel = manager.Wheel; currentLane = Location.lane.middle; // Set initial lane SetRandomLane(); }
// Use this for initialization void Start() { //gm = GetComponent<GameManagerInit>(); timer = ObstacleSpawnInterval; obstacles = new List<Obstacle>(); // for now we'll fill this list with the one obstacle in the game if (GameObject.FindObjectOfType<Obstacle>() != null) obstacles.Add(GameObject.FindObjectOfType<Obstacle>()); obstacleSpawnLocation = new Vector3 (0, -981.5f, 1.05f); flipQuat = Quaternion.Euler (180, 0, 0); roller = GetComponent<GameManagerInit> ().Wheel; playerOffset = GetComponent<GameManagerInit> ().Player.posOnWheel; initialObstacleSpawnInterval = ObstacleSpawnInterval; //IncreaseDifficultyOverTime(); }
// Use this for initialization void Start() { //gm = GetComponent<GameManagerInit>(); timer = ObstacleSpawnInterval; obstacles = new List <Obstacle>(); // for now we'll fill this list with the one obstacle in the game if (GameObject.FindObjectOfType <Obstacle>() != null) { obstacles.Add(GameObject.FindObjectOfType <Obstacle>()); } obstacleSpawnLocation = new Vector3(0, -981.5f, 1.05f); flipQuat = Quaternion.Euler(180, 0, 0); roller = GetComponent <GameManagerInit> ().Wheel; playerOffset = GetComponent <GameManagerInit> ().Player.posOnWheel; initialObstacleSpawnInterval = ObstacleSpawnInterval; //IncreaseDifficultyOverTime(); }
// Use this for initialization void Start() { // get player reference player = GameObject.FindGameObjectWithTag("player").GetComponent<PlayerScript>(); // get generator component generator = GetComponent<ObstacleGenerator>(); // assumes the component is on this gameobject // get wheel reference wheel = GameObject.FindGameObjectWithTag("Roller").GetComponent<BigRoller>(); // get level select ref levelSelect = GetComponent<LevelSelect>(); // get UI ref UI = GetComponent<GameplayUI>(); // get actual player angle player.posOnWheel = Vector3.Angle(Vector3.up, player.transform.position - wheel.transform.position); currentLifeStage = 0; stressDistance = maxDistance; AudioController = GameObject.Find("Global").GetComponent<AudioControl>(); // Audio test stuff //bassTrack.clip = Bass; //melodyTrack.clip = Melody; }
// Use this for initialization void Start() { manager = GetComponent<GameManagerInit> (); roller = manager.Wheel; generator = GetComponent<ObstacleGenerator> (); }
// Use this for initialization void Start() { manager = GetComponent <GameManagerInit> (); roller = manager.Wheel; generator = GetComponent <ObstacleGenerator> (); }