private void SetScreenFaderRef() { fadeScreenManager = FindObjectOfType <FadeScreenManager>(); }
/* private bool justPushedUp = false; private bool justPushedDown = false; private bool justPushedLeft = false; private bool justPushedRight = false; */ // Use this for initialization void Start () { sphereBody = GetComponent<Rigidbody>(); playerMesh = GetComponent<MeshRenderer>(); collisionAudioSource = GetComponent<AudioSource>(); // Get the fade image class fadeImageRef = FindObjectOfType<FadeScreenManager>(); pushDownForce = pushDownForce * -1; pushLeftForce = pushLeftForce * -1; // Hide the player's mouse cursor if (Application.isEditor) { Cursor.visible = true; } else { Cursor.visible = false; } // Set the respawn point for the player setRespawnPoint(); // Reference all level pickups getPickups(); // Reference the gameManager getGameManager(); // Disable the player's physics properties setPlayerPhysics(false); sphereBody.useGravity = false; // Set collision audio setCollisionClip(); }
private void SetRef() { bomb = bombRef.GetComponent <Bomb>(); screenRef = FindObjectOfType <FadeScreenManager>(); }