private void Start() { if (background) { backgroundObject = @object.GetComponent <BackgroundBehaviour>(); } else { platform = @object.GetComponent <Platform>(); } }
void Start() { bool isAndroid = (Application.platform == RuntimePlatform.Android); animator = GetComponent <Animator> (); controller = GameObject.Find("GameController").GetComponent <GameController> (); newPos = this.gameObject.transform.position; newPos.y = initalYoffset; this.gameObject.transform.position = newPos; //this.gameObject.transform.position = pos; path = new LinkedList <Vector2> (); behave = GameObject.Find("World").GetComponent <BackgroundBehaviour> (); line = this.gameObject.GetComponentInChildren <LineRenderer> (); }
// Use this for initialization void Start() { BGB1 = BG1.GetComponent <BackgroundBehaviour>(); BGB2 = BG2.GetComponent <BackgroundBehaviour>(); fadOut = false; fadIn = false; alphaOut = 1f; alphaIn = 0f; setBGTex(BGB1); setBGTex(BGB2); InvokeRepeating("setFadeOut", 0f, switchTime); InvokeRepeating("setFadeIn", switchTime / 2f, switchTime); }
IEnumerator LoadPlayerData() { gameoverUI = FindObjectOfType <GameOverUI>(); backgroundController = FindObjectOfType <BackgroundBehaviour>(); changeWaveUI = FindObjectOfType <ChangeWaveUI>(); lineRenderer.GetComponent <MouseMovement>().StreakUIController = FindObjectOfType <StreakUIController>(); lineRenderer.GetComponent <MouseMovement>().mirrorLine.GetComponent <MirrorLineColliderScript>().streakController = FindObjectOfType <StreakUIController>(); backgroundController.SetTheme(); projGenerator.SetCurrentTheme(); projesKilled = 0; totalProjsKilled = 0; print("Loading player from " + Application.persistentDataPath); player.LoadPlayer(); player.ChangeColorDependOnHP(); curAmountOfProjs = 50; projGenerator.coldown = 1; for (int i = 2; i <= player.wave; i++) { curAmountOfProjs += projsToAddPerWave + (int)(i * 0.5); projGenerator.coldown -= projGenerator.coldown * 0.03f; } for (int i = 0; i < blocks.Length; i++) //SKYBLOCKS { blocks[i].CalculateAmountOfHealth(player.wave); } bonusGenerator.ChangeBonusesDuration(player.wave); defendedProjsIndexes = projGenerator.CountDefendedAsteroidsAmount(curAmountOfProjs); changeWaveUI.StartCoroutine("ShowChangeWaveAnimation", player.wave); changingLevel = true; backgroundController.StartCoroutine("BackgroundAppear"); yield return(new WaitForSeconds(changeWavePauseTime)); changingLevel = false; }
void Start() { bool isAndroid = (Application.platform == RuntimePlatform.Android); animator = GetComponent<Animator> (); controller = GameObject.Find ("GameController").GetComponent<GameController> (); newPos = this.gameObject.transform.position; newPos.y = initalYoffset; this.gameObject.transform.position = newPos; //this.gameObject.transform.position = pos; path = new LinkedList<Vector2> (); behave = GameObject.Find ("World").GetComponent<BackgroundBehaviour> (); line = this.gameObject.GetComponentInChildren<LineRenderer> (); }
void setBGTex(BackgroundBehaviour BG) { BG.setTexture(BGs[Random.Range(0, BGs.Length)]); }