// Use this for initialization void Awake() { timeSystem = TimeSystem.GetInstance(); plantedTime = timeSystem.GetTime(); SetPhaseIndex(0); }
void Start() { player = PlayerController.GetInstance(); waterSprite = player.GetWaterSprite(); timeSystem = TimeSystem.GetInstance(); // Set up our list of available InventorySlots inventorySlots = new List <InventorySlot>(GetComponentsInChildren <InventorySlot>()); LoadItemsFromResources(); inventorySlots[0].Assign(weaponItemMap[Item.Weapon.Axe]); inventorySlots[1].Assign(weaponItemMap[Item.Weapon.Shovel]); inventorySlots[2].Assign(weaponItemMap[Item.Weapon.Sword]); inventorySlots[3].Assign(seedItemMap[Item.Seed.PlatformPlant], 5); inventorySlots[4].Assign(seedItemMap[Item.Seed.DewdropPlant], 1); inventorySlots[5].Assign(seedItemMap[Item.Seed.FruitPlantOrange], 3); cursorRectTransform = cursorImage.GetComponent <RectTransform>(); UpdateUI(); }
private void Start() { timeSystem = TimeSystem.GetInstance(); }
// Use this for initialization void Start() { timeSystem = TimeSystem.GetInstance(); timerStart = timeSystem.GetTime(); }
private void FindNeededObjects() { player = PlayerController.GetInstance(); inventory = InventorySystem.GetInstance(); timeSystem = TimeSystem.GetInstance(); }