// Use this for initialization void Start() { gen = GameObject.FindGameObjectWithTag("GameManager").GetComponent <Step_Generator>(); scoreHandler = GameObject.FindGameObjectWithTag("GameManager").GetComponent <Score_Handler>(); heartbeatController = GameObject.FindGameObjectWithTag("Player").GetComponent <Heartbeat_Controller>(); switch (GetComponent <SpriteRenderer>().sprite.name) { case "arrowsheet_a": dir = direction.a; break; case "arrowsheet_b": dir = direction.b; break; case "arrowsheet_spc": dir = direction.spc; break; case "arrowsheet_c": dir = direction.c; break; case "arrowsheet_d": dir = direction.d; break; } }
// Use this for initialization void Start() { Song_Parser.Metadata meta = Game_Data.chosenSongData; heart = GameObject.FindGameObjectWithTag("Player"); heartScript = heart.GetComponent <Heartbeat_Controller>(); audioSource = GetComponent <AudioSource>(); StartCoroutine(LoadTrack(meta.musicInst, meta)); //loads instrument track, omit this and the loadtrack coroutine if we are cancelling this }
// Start is called before the first frame update void Start() { manager = GameObject.FindGameObjectWithTag("Player").GetComponent <Heartbeat_Controller>(); }
// Use this for initialization void Start() { heart = GameObject.FindGameObjectWithTag("Player"); heartScript = heart.GetComponent <Heartbeat_Controller>(); heartAudio = heart.GetComponent <AudioSource>(); }
// Use this for initialization void Start() { controller = GameObject.FindGameObjectWithTag("Player").GetComponent <Heartbeat_Controller>(); spriteRenderer = GetComponent <SpriteRenderer>(); }