// Start is called before the first frame update void Start() { // point to the cenrtral game object game = Object.FindObjectOfType <DDOLGameManager>(); ground = Object.FindObjectOfType <GroundTileManager>(); LoadDropdown(); }
private void Awake() { // init objects ground = Object.FindObjectOfType <GroundTileManager>(); health = Object.FindObjectOfType <PlayerHealth>(); menuH = Object.FindObjectOfType <MenuHandler>(); game = Object.FindObjectOfType <DDOLGameManager>(); // run functions to draw / build screen Time.timeScale = 1f; }
// Start is called before the first frame update void Start() { // init objects ground = Object.FindObjectOfType <GroundTileManager>(); health = Object.FindObjectOfType <PlayerHealth>(); menuH = Object.FindObjectOfType <MenuHandler>(); game = Object.FindObjectOfType <DDOLGameManager>(); // set up camera myCamera = this.GetComponent <Camera>(); myCamera.orthographicSize = ZOOM; initVectPos = vectPos = myCamera.transform.position; // get the position of the camera into both vasriables cameraMovementSpeed += game.gameDifficulty[0].optionValue; Debug.Log("CAMERA START"); }
private void Awake() { // init objects ground = Object.FindObjectOfType <GroundTileManager>(); health = Object.FindObjectOfType <PlayerHealth>(); menuH = Object.FindObjectOfType <MenuHandler>(); game = Object.FindObjectOfType <DDOLGameManager>(); initTime = Time.time; // run functions to draw / build screen // set game difficulty ground.SetComplexity((GroundTileManager.ETileComplexity)game.gameDifficulty[0].optionValue); // build & initialise ground.BuildPlatform(); health.InitialisePlayer(); health.DrawHeartPrefabs(canvas); pauseScreen.SetActive(false); Time.timeScale = 1f; }