// Use this for initialization void Start() { particles = GetComponent <ParticleSystem>(); particles.Stop(); speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>(); lv2H = GameObject.Find("Puzzle and Textures").GetComponent <Level2Hints>(); torch = GameObject.Find("torch_fire").GetComponent <ParticleSystem>(); }
// Use this for initialization void Start() { speechRecObj = GameObject.Find("SpeechRecognition"); speechRecognition = speechRecObj.GetComponent <SpeechRecognition01>(); lv2H = GameObject.Find("Puzzle and Textures").GetComponent <Level2Hints>(); lit = false; watered = false; bodyOriginalLocation = body.transform.position; chimneyOriginalLocation = chimney.transform.position; whistleOriginalLocation = whistle.transform.position; bodyShakes = false; chimneyShakes = false; whistleShakes = false; steamOne.GetComponent <ParticleSystem>().Stop(); steamTwo.GetComponent <ParticleSystem>().Stop(); steamThree.GetComponent <ParticleSystem>().Stop(); fire.GetComponent <ParticleSystem>().Stop(); //water.SetActive(false); drumrollEvent = FMODUnity.RuntimeManager.CreateInstance(drumrollPath); cymbalEvent = FMODUnity.RuntimeManager.CreateInstance(cymbalPath); whistleEvent = FMODUnity.RuntimeManager.CreateInstance(whistlePath); SFXplayed = false; //water animation b_waterAnim = GameObject.Find("Boiler_water").GetComponent <Animator>(); bu_waterAnim = GameObject.Find("Bucket_water").GetComponent <Animator>(); bu_waterAnim.enabled = false; b_waterAnim.enabled = false; }