// Use this for initialization public virtual void Start() { rend = GetComponent <SpriteRenderer> (); tileName = gameObject.name; minedBoulder = false; hasBuriedItems = false; hasBuriedElements = false; hasBuriedCodeNuggets = false; if (tileName.Contains(boulder)) { hasBuriedElements = true; } if (hasBuriedItems || hasBuriedElements || hasBuriedCodeNuggets) { //because this tile has items, elements, or code nuggets, create the tileItem object tileItems = new TileItemManager(); //and get the item spawn point list itemSpawnPoints = tileItems.tileItemSpawnPoints; if (hasBuriedItems) { Debug.Log("Added items to tile"); } if (hasBuriedElements) { AddElementsToTile(); } if (hasBuriedCodeNuggets) { Debug.Log("Added code nuggets to tile"); } } }
// Use this for initialization void Start() { rend = GetComponent <SpriteRenderer> (); hasItems = false; hasElements = true; hasCodeNuggets = false; minedBoulder = false; //upon creation add appropriate amounts of items, elements and code nuggets to the boulder if (hasItems || hasElements || hasCodeNuggets) { //because this boulder has items, elements, or code nuggets, create the boulderItem object boulderItems = new TileItemManager(); //and get the item spawn point list itemSpawnPoints = boulderItems.tileItemSpawnPoints; if (hasItems) { Debug.Log("Added items to boulder"); } if (hasElements) { AddElementsToBoulder(); } if (hasCodeNuggets) { Debug.Log("Added code nuggets to boulder"); } } }