void Start() { projectileOut_1 = GetLinkedObject("projectileOut_1"); projectileOut_2 = GetLinkedObject("projectileOut_2"); projectileOut_3 = GetLinkedObject("projectileOut_3"); projectileOut_4 = GetLinkedObject("projectileOut_4"); projectileOut_5 = GetLinkedObject("projectileOut_5"); projectileOut_6 = GetLinkedObject("projectileOut_6"); projectileOut_7 = GetLinkedObject("projectileOut_7"); projectileOut_8 = GetLinkedObject("projectileOut_8"); door_puzzle_level2 = GetLinkedObject("door_puzzle_level2"); door_puzzle_level2_exit = GetLinkedObject("door_puzzle_level2_exit"); countdown = GetComponent <PuzzleCountdown>(); }
//-------------- void Start() { tile_size = 25.4f; lever_go = GetLinkedObject("lever_go"); audio = GetComponent <CompAudio>(); if (audio == null) { Debug.Log("[error] There is no audio in puzzle!"); } countdown = GetComponent <PuzzleCountdown>(); if (countdown == null) { Debug.Log("[error] There is no countdown in puzzle!"); } anim_controller = lever_go.GetComponent <CompAnimation>(); if (anim_controller == null) { Debug.Log("[error] Animation is null!"); } barrel_puzzel_manager = GetComponent <BarrelPuzzleManager>(); if (barrel_puzzel_manager == null) { Debug.Log("[error] Animation is null!"); } Puzzle_line_1 = GetLinkedObject("Puzzle_line_1"); Puzzle_line_2 = GetLinkedObject("Puzzle_line_2"); Puzzle_line_3 = GetLinkedObject("Puzzle_line_3"); Puzzle_line_4 = GetLinkedObject("Puzzle_line_4"); Puzzle_line_5 = GetLinkedObject("Puzzle_line_5"); Puzzle_line_6 = GetLinkedObject("Puzzle_line_6"); line1 = new List <GameObject>(); line2 = new List <GameObject>(); line3 = new List <GameObject>(); line4 = new List <GameObject>(); line5 = new List <GameObject>(); line6 = new List <GameObject>(); // Get All barrels from Puzzle. SetBarrels(); // Desactivate all barrels, while the player dont stay in puzzle. DesactivateBarrels(line1); DesactivateBarrels(line2); DesactivateBarrels(line3); DesactivateBarrels(line4); DesactivateBarrels(line5); DesactivateBarrels(line6); // Map current_path = new Path(barrel_per_line, number_lines, puzzle_orientation); GeneratePath(); lever_interact = GetLinkedObject("lever_interact"); lever_interact.SetActive(false); if (other_lever_1 != null) { other_lever_1 = GetLinkedObject("other_lever_1"); } if (other_lever_2 != null) { other_lever_2 = GetLinkedObject("other_lever_2"); } chain_line_1 = GetLinkedObject("chain_line_1"); chain_line_2 = GetLinkedObject("chain_line_2"); chain_line_3 = GetLinkedObject("chain_line_3"); chain_line_4 = GetLinkedObject("chain_line_4"); chain_line_5 = GetLinkedObject("chain_line_5"); chain_line_6 = GetLinkedObject("chain_line_6"); chains_1 = new List <GameObject>(); chains_2 = new List <GameObject>(); chains_3 = new List <GameObject>(); chains_4 = new List <GameObject>(); chains_5 = new List <GameObject>(); chains_6 = new List <GameObject>(); // Get All Chains from Puzzle. SetChains(); //// Testing -------------------------------------------- //for (int y = 0; y < number_lines; y++) //{ // for (int x = 0; x < barrel_per_line; x++) // { // current_path.walkability[x, y] = 0; // } //} //current_path.walkability[4, 0] = 1; //current_path.walkability[4, 1] = 1; //current_path.walkability[4, 2] = 1; //current_path.walkability[4, 3] = 1; //current_path.walkability[5, 3] = 1; //current_path.walkability[5, 4] = 1; //current_path.walkability[5, 5] = 1; // ------------------------------------------------------- }