private void Start() { points = new GameObject[rounds]; lords = new GameObject[rounds]; closess = new bool[rounds]; for (int i = 0; i < rounds; i++) { closess[i] = true; } Base = Camera.main.GetComponent <dataBaseSprites>(); pointTrue = Base.spriteArray[5]; pointFalse = Base.spriteArray[16]; for (int i = 0; i < rounds; i++) { GameObject point = new GameObject(); point.name = "points " + (i + 1).ToString(); SpriteRenderer pointSR = point.AddComponent <SpriteRenderer>(); pointSR.sprite = pointTrue; point.transform.parent = transform; point.transform.localPosition = new Vector2(Mathf.Cos(i * (360f / rounds) * Mathf.PI / 180f) * radius, Mathf.Sin(i * (360f / rounds) * Mathf.PI / 180) * radius); points[i] = point; } //ZorderScript ZS = myCurrsor.AddComponent<ZorderScript>(); //ZS.plus = 5; }
void Awake() { Base = Camera.main.GetComponent <dataBaseSprites>(); wayPoint = Base.spriteArray[2]; wayPointTrue = Base.spriteArray[3]; wayPointCurrsor = Base.spriteArray[4]; }
void Start() { Base = Camera.main.GetComponent <dataBaseSprites>(); currsor = Base.spriteArray[0]; stop = Base.spriteArray[1]; myCurrsor = new GameObject(); myCurrsor.name = "currsor"; myCurrsorSR = myCurrsor.AddComponent <SpriteRenderer>(); myCurrsorSR.sortingOrder = 1; }
void Start() { CH = gameObject.GetComponent <charHealth>(); refreshMaxVar(); dataBaseSprites Base = Camera.main.GetComponent <dataBaseSprites>(); bar = Base.spriteArray[17]; health = Base.spriteArray[18]; balance = Base.spriteArray[19]; healthBarObj = new GameObject(); healthObj = new GameObject(); BalanceObj = new GameObject(); healthBarObj.name = "HealthBar"; healthObj.name = "Health"; BalanceObj.name = "Balance"; barSR = healthBarObj.AddComponent <SpriteRenderer>(); healthSR = healthObj.AddComponent <SpriteRenderer>(); balanceSR = BalanceObj.AddComponent <SpriteRenderer>(); barSR.sprite = bar; healthSR.sprite = health; balanceSR.sprite = balance; healthSR.drawMode = SpriteDrawMode.Tiled; balanceSR.drawMode = SpriteDrawMode.Tiled; healthSR.sortingOrder = 2; balanceSR.sortingOrder = 2; healthBarObj.transform.parent = transform; healthObj.transform.parent = healthBarObj.transform; BalanceObj.transform.parent = healthBarObj.transform; healthBarObj.transform.localPosition = new Vector3(0, 1.3f, 0); healthObj.transform.localPosition = new Vector3(0, 1 / 96f * 1.5f, 0); BalanceObj.transform.localPosition = new Vector3(0, -1 / 96f * 1.5f, 0); MaxHealthSize = healthSR.size.x; MaxBalanceSize = balanceSR.size.x; //ZorderScript ZS = healthBarObj.AddComponent<ZorderScript>(); //ZS.plus = 101; }
void Start() { Base = Camera.main.GetComponent <dataBaseSprites>(); stop = Base.spriteArray[11]; zamax = Base.spriteArray[10]; attack = Base.spriteArray[7]; powerAttack = Base.spriteArray[9]; parirovanie = Base.spriteArray[8]; shild = Base.spriteArray[6]; actionSerialized = new GameObject(); actionSerialized.name = "currsor"; actionSerializedSR = actionSerialized.AddComponent <SpriteRenderer>(); actionSerializedSR.sortingOrder = 1; }
public void _doBegin() { Base = Camera.main.GetComponent <dataBaseSprites>(); currsor = Base.spriteArray[0]; stop = Base.spriteArray[1]; myCurrsor = new GameObject(); myCurrsor.name = "currsor"; myCurrsorSR = myCurrsor.AddComponent <SpriteRenderer>(); ZorderScript ZS = myCurrsor.AddComponent <ZorderScript>(); ZS.plus = 5; myCurrsor.transform.position = gameObject.transform.position; myCurrsor.transform.parent = transform; }
public void _doBegin() { Base = Camera.main.GetComponent <dataBaseSprites>(); stop = Base.spriteArray[11]; zamax = Base.spriteArray[10]; attack = Base.spriteArray[7]; powerAttack = Base.spriteArray[9]; parirovanie = Base.spriteArray[8]; shild = Base.spriteArray[6]; actionSerialized = new GameObject(); actionSerialized.name = "Action"; actionSerializedSR = actionSerialized.AddComponent <SpriteRenderer>(); actionSerialized.transform.position = gameObject.transform.position; actionSerialized.transform.parent = transform; ZorderScript ZS = actionSerialized.AddComponent <ZorderScript>(); ZS.plus = 101; }