private float SL_superlaserMult = 20f; // Guarentee a superlaser mark if you use a superlaser shot on a target void Awake() { gameRules = GameObject.FindGameObjectWithTag("GameManager").GetComponent <Manager_Game>().GameRules; mask = gameRules.collisionLayerMask; vfx = GameObject.FindGameObjectWithTag("VFXManager").GetComponent <Manager_VFX>(); }
void Awake() { gameRules = GameObject.FindGameObjectWithTag("GameManager").GetComponent <Manager_Game>().GameRules; // Grab copy of Game Rules collision = GetComponent <Collider>(); collision.enabled = false; vfx = GameObject.FindGameObjectWithTag("VFXManager").GetComponent <Manager_VFX>(); }
private float SL_superlaserMult = 20f; // Guarentee a superlaser mark if you use a superlaser shot on a target void Awake() { particles = new Particle[pS.main.maxParticles]; if (particles == null || pS == null) { throw new System.Exception("Assign particle system to projectile manager."); } projectiles = new List <Projectile>(); toDelete = new List <Projectile>(); gameRules = GameObject.FindGameObjectWithTag("GameManager").GetComponent <Manager_Game>().GameRules; mask = gameRules.collisionLayerMask; vfx = GameObject.FindGameObjectWithTag("VFXManager").GetComponent <Manager_VFX>(); }