// Use this for initialization void Start() { GameObject phaseSystem = GameObject.FindWithTag("Phase System"); this.phaseSystemRef = (PhaseSystem)phaseSystem.GetComponent(typeof(PhaseSystem)); timeLeft = defTimeLimit; //can change status = false; text = (Text)GameObject.FindWithTag("CountdownText").GetComponent(typeof(Text)); }
// Use this for initialization void Start() { GameObject phaseSystem = GameObject.FindWithTag("Phase System"); this.phaseSystemRef = (PhaseSystem)phaseSystem.GetComponent(typeof(PhaseSystem)); //target = GameObject.FindWithTag("Player").GetComponent<Transform>(); //target = GameObject.Find("Debugging Tower").GetComponent<Transform>(); anim = GetComponent <Animator>(); projectiles = new List <GameObject>(); isAttacking = false; isAttackingTower = false; }
// Use this for initialization void Start() { if (MAX_SPAWN_COUNT == 0) { MAX_SPAWN_COUNT = 5; //debugging } //Debug.Log("Started, Max spawn Count is: "+MAX_SPAWN_COUNT); GameObject phaseSystem = GameObject.FindWithTag("Phase System"); this.phaseSystemRef = (PhaseSystem)phaseSystem.GetComponent(typeof(PhaseSystem)); spawnCount = 0; }