void OnEnable() { currResourceStored = 0; currRock = null; currRockWorldPos = new Vector3(); myTransform = transform; build_handler = GetComponent<Building_Handler>(); _state = State.SEARCHING; }
void OnEnable() { currResourceStored = 0; myTransform = transform; build_handler = GetComponent<Building_Handler>(); _state = State.SEARCHING; }
void Start() { build_handler = GetComponentInParent<Building_Handler>(); stats.Init(); // Initialize Gun stats, starting ammo //gunStats.Init(); // Set initial reload Count Down to starting reload time reloadCountDown = gunStats.currReloadTime; // Also set the initial ammo ammoCount = gunStats.currAmmo; // Set the count down to Shoot to this Tower's fire rate shootCountDown = stats.curRateOfAttk; resourceGrid = ResourceGrid.Grid; objPool = ObjectPool.instance; // Get our Sprite Renderer from Parent ( this is how the prefab is set-up ) if (GetComponentInParent<SpriteRenderer>() != null) { sr = GetComponentInParent<SpriteRenderer>(); // Get the Line Renderer Component from Child object sightStart lineR = sightStart.GetComponent<LineRenderer>(); lineR.sortingLayerName = sr.sortingLayerName; lineR.sortingOrder = sr.sortingOrder; } }