// Start is called before the first frame update void Start() { miniCoil.SetActive(!miniCoil.activeSelf); upgradeMenu.SetActive(!upgradeMenu.activeSelf); mS = FindObjectOfType <moneySystem>(); gH = FindObjectOfType <gameHandler>(); rb = GetComponent <Rigidbody2D>(); C = FindObjectOfType <coilStats>(); pS = FindObjectOfType <proceduralSpawning>(); }
// Start is called before the first frame update void Start() { mS = FindObjectOfType <moneySystem>(); gH = FindObjectOfType <gameHandler>(); rb = GetComponent <Rigidbody2D>(); Import = FindObjectOfType <GameObject>(); C = FindObjectOfType <coilStats>(); FunctionPeriodic.Create(() => { if (rb != null) { if (rb.position.x > tankAggroPos) { tankAggro(); } } }, 60f / tankFireRate); }
// Start is called before the first frame update void Start() { mS = FindObjectOfType <moneySystem>(); gH = FindObjectOfType <gameHandler>(); rb = GetComponent <Rigidbody2D>(); Import = FindObjectOfType <GameObject>(); C = FindObjectOfType <coilStats>(); FunctionPeriodic.Create(() => { if (rb != null) { if ((rb.position.x > airplaneAggroPosStart) && (rb.position.x < airplaneAggroPosEnd)) { airplaneAggro(); } else if (rb.position.x > 12) { destroyAirplane(); } } }, 60 / airplaneFireRate); }
// Use this for initialization void Start() { questCompleted = new bool[quests.Length]; dados = moneySystem.GetComponent <moneySystem>(); }
public moneyGet() { _moneySystem = new moneySystem(); }
void Start() { mS = FindObjectOfType <moneySystem>(); }