private selectionState _selectionState = selectionState.normal; // Никак не использую эти состояния. Возможно они и не нужны. private void Awake() { _renderer = GetComponent <SpriteRenderer>(); _selfTransform = GetComponent <Transform>(); _playerTransform = GameObject.Find("PlayerOLD").transform; _UI_Panel = GameObject.Find("TooltipPanelOLD").GetComponent <UI_Update>(); _environmentDisplay = GetComponent <EnvironmentDisplay>(); }
private void Awake() { _renderer = GetComponent <SpriteRenderer>(); _selfTransform = GetComponent <Transform>(); _playerTransform = GameObject.Find("PlayerOLD").transform; _UI_Panel = GameObject.Find("TooltipPanelOLD").GetComponent <UI_Update>(); _itemDisplay = GetComponent <ItemDisplay>(); _inventory = _playerTransform.GetComponent <InventoryOLD>(); }
private void Awake() { _camera = Camera.main; _xRefResolution = GameObject.Find("Canvas").GetComponent <CanvasScaler>().referenceResolution.x; _RTSelf = GetComponent <RectTransform>(); _RTInventoryPanel = GameObject.Find("InventoryOLD").GetComponent <RectTransform>(); _imgSelf = GetComponent <Image>(); _imgSlotForDrag = RT_slotForDrag.GetComponent <Image>(); _UI_Panel = GameObject.Find("TooltipPanelOLD").GetComponent <UI_Update>(); _inventory = GameObject.Find("PlayerOLD").GetComponent <InventoryOLD>(); }
private void Awake() { _thisRenderer = GetComponent <SpriteRenderer>(); _thisAnimator = GetComponent <Animator>(); _thisTransform = GetComponent <Transform>(); _playerTransform = GameObject.Find("PlayerOLD").transform; _player = _playerTransform.GetComponent <PlayerOLD>(); _UI_Panel = GameObject.Find("TooltipPanelOLD").GetComponent <UI_Update>(); _ahClose = Animator.StringToHash("Close"); _ahOpen = Animator.StringToHash("Open"); }
private void Awake() { if (Instance == null) { // Экземпляр менеджера был найден Instance = this; // Задаем ссылку на экземпляр объекта IsPaused = false; text = GetComponentInChildren <Text>(); } else if (Instance != null) { // Экземпляр объекта уже существует на сцене Destroy(gameObject); // Удаляем объект Debug.LogWarning("More than one instances"); return; } }
private void Awake() { if (gm == null) { gm = GameObject.FindGameObjectWithTag("GM").GetComponent <GameMaster>(); } // reference check if (playerPrefab == null) { Debug.LogError("GAME MASTER: No player prefab referenced!"); } if (gameOverUI == null) { Debug.LogError("GAME MASTER: No gameOverUI referenced!"); } ui = GameObject.Find("UI_Overlay").GetComponent <UI_Update>(); if (ui == null) { Debug.LogError("GAME MASTER: No UI_Overlay referenced, or no UI_Update script found !"); } gameScore = 0; }