//ここまで // Use this for initialization void Start() { //追加 m_highLight = this.gameObject.GetComponent <MapHighLight>(); blockMas = this.gameObject.GetComponent <MapHighLight>().blockMas; //ここまで }
void Start() { startMaterial = this.gameObject.GetComponent <MeshRenderer>().material; hideObjectMaterial = this.gameObject.GetComponent <MeshRenderer>(); blcMas = GameObject.Find("BlockMaster").GetComponent <BlockMasterScript>(); btl_test = GameObject.Find("GameManager").GetComponent <BattleFlowTest>(); }
void Start() { blcMaster = GameObject.Find("BlockMaster").GetComponent <BlockMasterScript>(); Entity_MapStatus mapStatus = Resources.Load("Data/MapStatus") as Entity_MapStatus; //Excel内のデータを反映 mapName = mapStatus.param[mapID].name; mapCost = mapStatus.param[mapID].cost; mapInvasion = mapStatus.param[mapID].invasion; mapEvasionRate = mapStatus.param[mapID].evasionRate; mapHeight = mapStatus.param[mapID].height; }
//ここまで // Use this for initialization void Start() { cost = first_cost; RaycastHit hit; if (Physics.SphereCast(transform.position - new Vector3(0, -0.5f, 0), 0.2f, Vector3.down, out hit, 5.0f)) { now_pos = hit.transform.gameObject; } route_ = new List <GameObject>(); blockMas = FindObjectOfType <BlockMasterScript>(); }
//ブロックの挙動全体スクリプトを早めに読み込んでおきます void Awake() { blockMas = GameObject.Find("BlockMaster").GetComponent <BlockMasterScript>(); }