private void Start() { if (Hub == null) { if (HubShip.S) { Hub = HubShip.S.gameObject; } else if (transform.root.gameObject.scene.buildIndex == 1) { Transform spawn = transform; Vector3 pos = spawn.position; spawn.position = new Vector3(pos.x, pos.y, 0); Hub = Instantiate <GameObject>(hubPrefab, spawn.position, Quaternion.identity); Hub.transform.SetParent(PLAYERS, true); HubShip hubScript = Hub.GetComponent <HubShip>(); hubScript.ResetWeapons(); for (int i = 0; i < hubScript.weapons.Length; i++) { hubScript.weapons[i].type = WeaponType.blaster; } } } if (Hero == null) { if (HeroShip.S) { Hero = HeroShip.S.gameObject; } else if (transform.root.gameObject.scene.buildIndex == 1) { Transform spawn = transform; Vector3 pos = spawn.position; spawn.position = new Vector3(pos.x, pos.y, 0); Hero = Instantiate <GameObject>(heroPrefab, spawn.position, Quaternion.identity); Hero.transform.SetParent(PLAYERS, true); HeroShip heroScript = Hero.GetComponent <HeroShip>(); heroScript.ResetWeapons(); heroScript.weapons[0].type = WeaponType.spread; /*for (int i = 0; i < heroScript.weapons.Length; i++) * { * heroScript.weapons[i].type = WeaponType.blaster; * }*/ } } //Spawn Asteroids for (int point = 0; point < Spawner.spawnPoints.Length; point++) { Instantiate(prefabAsteroid, Spawner.spawnPoints[point].position, Quaternion.identity); } //Invoke("SpawnEnemy", 1f / enemySpawnPerSecond); }
void Start() { S = this; Hero = Main.S.Hero; if (transform.root.gameObject.scene.name == "_Scene_0") { ResetWeapons(); } rb = GetComponent <Rigidbody>(); }