private void Start() { VitesseScript = CameraJeu.GetComponent <CameraMouvement>(); maximumTime = maxTime + 1; SetTimer(); }
// Use this for initialization void Start() { this.prefab_grid = new Dictionary <string, GameObject>(); for (int i = 0; i < prefab_grid_name.Length; i++) { prefab_grid[prefab_grid_name[i]] = prefab_grid_sprite[i]; Debug.Log(prefab_grid_name[i]); } this.map = ScriptableObject.CreateInstance <Map>().init("Map/Map_test/Map_test_01", this.prefab_grid); this.grid = this.map.read(); this.camMou = ScriptableObject.CreateInstance <CameraMouvement>().init(this.map.get_dim_x(), this.map.get_dim_y(), this.camera_sensibility, this.camera_speed); this.UI_1 = ScriptableObject.CreateInstance <UI_ModifyMap>().init(this.map.get_dim_x(), this.map.get_dim_y(), this.prefab_grid, this.displaySelectedGrid, this.displayCoord); this.map.display(); }
private void Start() { cameraMouvement = GetComponent <CameraMouvement>(); GameManager.instance.onStateChange += () => { if (GameManager.instance.state != State.INGAME) { canShake = false; } }; FeatureManager.instance.onCameraTiltedToggle += () => { if (FeatureManager.instance.isCameraTilted) { originalPos = cameraMouvement.cameraTiltedPosition; } else { originalPos = cameraMouvement.cameraBasePosition; } }; originalPos = camTransform.localPosition; }
private void Start() { Maincamera = GameObject.Find("Main Camera Jeu"); cameraScript = Maincamera.GetComponent <CameraMouvement>(); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); bc = gameObject.GetComponent <BoxCollider>(); scriptCamera = GameObject.Find("Main Camera").GetComponent <CameraMouvement>(); }
// Start is called before the first frame update void Start() { cam = GetComponent <CameraMouvement>(); }