void Awake() { handler = this; cubes = new List <CubeThumper>(); targetedCubes = new List <CubeThumper>(); }
private IEnumerator EmitCubes() { while (_gameController.IsRunning) { int RNG = Random.Range(0, _cubeEmitters.Length); _cubeEmitters[RNG].GetComponent <Renderer>().material.color = _emissionColor; yield return(_emitterDelay); if (_gameController.IsRunning) { Vector3 position = _cubeEmitters[RNG].transform.position; CubeHandler cube = Instantiate( _cube, position, Quaternion.identity) .GetComponent <CubeHandler>(); yield return(null); cube.SetDirection( _emitterProperties.GetDirection(position.x), _emitterProperties.GetDirection(position.y)); _cubeEmitters[RNG].GetComponent <Renderer>().material.color = _defaultColor; } } }
// sets up variables including cost and such void Start() { money = FindObjectOfType <Money>(); cubeHandler = FindObjectOfType <CubeHandler>(); cost = (Mathf.RoundToInt(1100 * (Mathf.Pow(1.8f, Level)))); BuyPet.interactable = false; LevelOutput.text = ("Level: " + Level); CostOutput.text = ("$$" + cost.ToString("N0")); }
private void Start() { spawnPos = transform.position; //remember the initial position spawnRot = transform.rotation; if (transform.name == "cubePlayer2") { spawnPos -= new Vector3(0, 1, 0); } uicontroller = Terrain.GetComponent <UIController>(); cubehandler = Terrain.GetComponent <CubeHandler>(); }
void Start() { m_cubeHandler = GetComponent <CubeHandler> (); m_xNum = m_cubeHandler.cubeNumber.x; m_yNum = m_cubeHandler.cubeNumber.y; m_length = m_cubeHandler.cubeNumber.x * m_cubeHandler.cubeNumber.y; m_indexX = new NativeArray <float> (m_length, Allocator.Persistent); m_indexY = new NativeArray <float> (m_length, Allocator.Persistent); m_position = new NativeArray <Vector3> (m_length, Allocator.Persistent); Transform[] transformArray = new Transform[m_length]; for (int x = 0; x < m_xNum; x++) { for (int y = 0; y < m_yNum; y++) { m_indexX[x * m_yNum + y] = x; m_indexY[x * m_yNum + y] = y; m_position[x * m_yNum + y] = m_cubeHandler.cubeTransform[x, y].localPosition; transformArray[x * m_yNum + y] = m_cubeHandler.cubeTransform[x, y]; } } m_transformsAccess = new TransformAccessArray(transformArray); }
void Start() { m_cubeHandler = GetComponent <CubeHandler> (); }