private int numOfTimesScoreTimesTwoLaunched; // the number of times that the Freeze Banana has been launched // Use this for pre-initialization void Awake() { //make sure our static LaunchController Instance is set to THIS gameObject LaunchControllerInstance = this; //our timer reference by calling GetComponent on THIS gameObject timer = GetComponent <CountdownTimer>(); //Use GameObjects FindObjectWithTag method to setup our references to the freeze,frenzy, and 2xScore objects/classes. Using our Const Strings in "Tags" freezeEffectReference = GameObject.FindGameObjectWithTag(Tags.freezeEffectGameObjectTag).GetComponent <FreezeEffect>(); frenzyEffectReference = GameObject.FindGameObjectWithTag(Tags.frenzyEffectGameObjectTag).GetComponent <FrenzyEffect>(); twoTimesScoreEffectReference = GameObject.FindGameObjectWithTag(Tags.twoTimesScoreEffectGameObjectTag).GetComponent <TwoTimesScoreEffect>(); //Use GameObjects FindObjectWithTag method to setup our references to the bottom and side fruitLaunchers. bottomFruitLaunchers = GameObject.FindGameObjectsWithTag(Tags.bottomFruitLaunchers); sideFruitLaunchers = GameObject.FindGameObjectsWithTag(Tags.sideFruitLaunchers); //Initialize the lists "bottomLaunchersScriptReference" && "sideLaunchersScriptReference" bottomLaunchersScriptReference = new List <FruitLauncher>(); sideLaunchersScriptReference = new List <FruitLauncher>(); //loop through all of the bottom fruit launchers for (int i = 0; i < bottomFruitLaunchers.Length; i++) { //now add each bottom fruit launcher to our List ("bottomLaunchersScriptReference") bottomLaunchersScriptReference.Add(bottomFruitLaunchers[i].GetComponent <FruitLauncher>()); } //loop through all of the side fruit launchers for (int j = 0; j < sideFruitLaunchers.Length; j++) { //now add each side fruit launcher to our List ("sideLaunchersScriptReference") sideLaunchersScriptReference.Add(sideFruitLaunchers[j].GetComponent <FruitLauncher>()); } }
void Awake() { //I usually use awake for setting up references, so we will do that first. //the next three lines will get a reference to the 3 gameObjects in the game scenes that control the powerUp //effects. These gameObjects each have a spriteRenderer that is used to display the powerUp labels and some have //borders (like Freeze Effect). //all of the tags in the game are stored in [const readonly strings], in our Tags Class. There was quite a few //different tags, and since I would prefer the scripts to autoComplete, I created read only strings for them. freezeEffectGameObject = GameObject.FindGameObjectWithTag(Tags.freezeEffectGameObjectTag).GetComponent <FreezeEffect>(); frenzyEffectGameObject = GameObject.FindGameObjectWithTag(Tags.frenzyEffectGameObjectTag).GetComponent <FrenzyEffect>(); twoTimesScoreEffectGameObject = GameObject.FindGameObjectWithTag(Tags.twoTimesScoreEffectGameObjectTag).GetComponent <TwoTimesScoreEffect>(); //cache a reference to this gameObject. thisGameObject = this.gameObject; //Setup Shake and Chroma Script References... both scripts are on the main camera shake = Camera.main.GetComponent <SimpleCameraShake>(); chroma = Camera.main.GetComponent <ChromaticAberration>(); }