// Use this for initialization void Start() { if (timerTextObject != null) { text = timerTextObject.GetComponent <Text>(); } currentValue = value; if (incomeTextObject != null) { incomeText = incomeTextObject.GetComponent <Text>(); } if (balanceTextObject != null) { balanceText = balanceTextObject.GetComponent <Text>(); } if (balanceText != null) { balanceText.text = appendedBalanceInfo + PlayerManager.GetBalance(PlayerManager.CurrentPlayer).ToString(); PlayerManager.OnCurrentPlayerBalanceChange += PlayerManager_OnCurrentPlayerBalanceChange; } if (incomeText != null) { incomeText.text = appendedIncomeInfo + PlayerManager.GetIncome(PlayerManager.CurrentPlayer).ToString(); PlayerManager.OnCurrentPlayerIncomeChange += PlayerManager_OnCurrentPlayerIncomeChange; } timer = new TaylorTimer(1000); timer.Elapsed += Timer_Elapsed; FixText(); }
// Use this for initialization void Start() { // TODO: Add a random offset so the towers wont fire in sync cause it's loud as hell. timer = new TaylorTimer(60000 / speed); timer.Elapsed += Timer_Elapsed; meshRenderer = GetComponent <MeshRenderer>(); audioSource = GetComponent <AudioSource>(); SetTowerPosition(gridPositionX, gridPositionY); visualizer = gameObject.GetComponent <BezierVisualizer>(); if (projectileObject != null) { projectileSize = projectileObject.transform.Find("Projectile_Front").gameObject.GetComponent <MeshRenderer>().bounds.size;//projectileObject.GetComponentInChildren<MeshRenderer>().bounds.size; } SetSpawnPos(); if (visualizeBezier) { VisualizeBezier(); } height = meshRenderer.bounds.max.y; creatures = PlayerManager.GetCreatures(ownerID); if (radiusVisualizer != null) { radiusVisualizer.range = range; } rangeRounded = (int)(range + 0.5f); //TEST ONLY: Modifiers.Add(new Modifier(ModiferTypes.Fire, 1)); Modifiers.Add(new Modifier(ModiferTypes.Ice, 1)); Modifiers.Add(new Modifier(ModiferTypes.Acid, 1)); }