private void Start() { schemeGetter = GameObject.FindGameObjectWithTag("SchemeGetter").GetComponent <GetScheme>(); Physics2D.IgnoreCollision(GameObject.FindGameObjectWithTag("Canoe").GetComponent <BoxCollider2D>(), GetComponent <Collider2D>(), true); Physics2D.IgnoreCollision(GameObject.FindGameObjectWithTag("River").GetComponent <Collider2D>(), GetComponent <Collider2D>(), true); //if (GetComponent<Collider2D>()) //{ // Physics2D.IgnoreCollision(GameObject.FindGameObjectWithTag("River").GetComponent<Collider2D>(), GetComponent<Collider2D>(), true); // Physics2D.IgnoreCollision(GameObject.FindGameObjectWithTag("Canoe").GetComponent<BoxCollider2D>(), GetComponent<Collider2D>(), true); //} source.PlayOneShot(shoot); schemeGetter.AddSoundText("Pow!"); }
private void Awake() { mainMenu = GameObject.FindGameObjectWithTag("MainMenu"); string nameScene = SceneManager.GetActiveScene().name; if (nameScene == "Game_0") { mainMenu.SetActive(false); } infoMenu = GameObject.FindGameObjectWithTag("InfoMenu"); schemeGetter = GameObject.FindGameObjectWithTag("SchemeGetter").GetComponent <GetScheme>(); // set current control scheme text mvmtText.text = "W - Right \n A - Left \n S - Down \n D - UP "; firetxt.text = "Fire Weapons \nLeft Click\n\n\nSelect/Equip items click"; if (schemeGetter != null) { if (schemeGetter.GetCurrentScheme() == "Left") { mvmtText.text = "Right Arrow - Right \n Left Arrow - Left \n Down Arrow - Down \n Up Arrow - UP "; firetxt.text = "Fire Weapons \nLeft Click\n\n\nSelect/Equip items click"; } else if (schemeGetter.GetCurrentScheme() == "Controller") { mvmtText.text = "B - Right \n X - Left \n A - Down \n Y - UP "; firetxt.text = "Fire Weapons \n'RT'\n\n\nSelect/Equip items 'RT'"; } } creditsMenu = GameObject.FindGameObjectWithTag("CreditsMenu"); schemeMenu = GameObject.FindGameObjectWithTag("SchemeMenu"); schemeMenu.SetActive(false); infoMenu.SetActive(false); creditsMenu.SetActive(false); //movement stuff //mvmtText = GameObject.FindGameObjectWithTag("MvmtText").GetComponent<TextMeshProUGUI>(); }
// Start is called before the first frame update void Start() { var fireEmission = fireSystem.emission; fireEmission.rateOverTime = 0; var emission = smokeSystem.emission; emission.rateOverTime = 0; schemeObject = GameObject.FindGameObjectWithTag("SchemeGetter").GetComponent <GetScheme>(); riverNodesArray = GameObject.FindGameObjectsWithTag("RiverNode"); foreach (GameObject node in riverNodesArray) { riverNodes.Add(node); } closestNode = riverNodes[0]; closestNodeIndex = 0; //for(int i = 0; i < riverNodes.Length; i ++) //{ // if (Vector3.Distance(closestNode.transform.position, gameObject.transform.position) > // Vector3.Distance(riverNodes[i].transform.position, gameObject.transform.position)) // { // closestNode = riverNodes[i]; // closestNodeIndex = i; // } //} foreach (GameObject node in riverNodes) { if (Vector3.Distance(closestNode.transform.position, gameObject.transform.position) > Vector3.Distance(node.transform.position, gameObject.transform.position)) { closestNode = node; } } }
private void Start() { Physics2D.IgnoreCollision(GameObject.FindGameObjectWithTag("Enemy").GetComponent <BoxCollider2D>(), GetComponent <Collider2D>(), true); Physics2D.IgnoreCollision(GameObject.FindGameObjectWithTag("River").GetComponent <Collider2D>(), GetComponent <Collider2D>(), true); schemeGetter = GameObject.FindGameObjectWithTag("SchemeGetter").GetComponent <GetScheme>(); }