// Start is called before the first frame update void Start() { isLocked = true; locks = new int[] { 0, 0, 0, 0, 0, 0, 0, 0 }; player = GameObject.Find("Player"); lockUI = GameObject.Find("Canvas").GetComponentInChildren <JY_LockUI>(true); //MS Additions to Start saveSpeed = player.GetComponent <JY_Move>().speedUp; timing = GameObject.Find("Canvas").GetComponent <JZ_Timer>(); switch (chestType) { case "Tier 1": numOfLocks = 2; pointValue = 150; break; case "Tier 2": numOfLocks = 3; pointValue = 400; break; case "Tier 3": numOfLocks = 4; pointValue = 1050; break; case "Tier 4": numOfLocks = 5; pointValue = 2800; break; case "Tier 5": numOfLocks = 6; pointValue = 7500; break; case "Tier 6": numOfLocks = 7; pointValue = 20000; break; default: numOfLocks = 2; pointValue = 100; break; } }
// Start is called before the first frame update void Start() { isLocked = true; locks = new int[] { 0, 0, 0, 0, 0, 0, 0, 0 }; player = GameObject.Find("Player"); lockUI = GameObject.Find("Canvas").GetComponentInChildren <JY_LockUI>(true); switch (chestType) { case "Tier 1": numOfLocks = 2; pointValue = 150; break; case "Tier 2": numOfLocks = 3; pointValue = 400; break; case "Tier 3": numOfLocks = 4; pointValue = 1050; break; case "Tier 4": numOfLocks = 5; pointValue = 2800; break; case "Tier 5": numOfLocks = 6; pointValue = 7500; break; case "Tier 6": numOfLocks = 7; pointValue = 20000; break; default: numOfLocks = 2; pointValue = 100; break; } }