void Start() { GameObject levelControllerObject = GameObject.FindWithTag("LevelController"); if (levelControllerObject != null) { levelOneController = levelControllerObject.GetComponent <LevelOneController>(); } if (levelOneController == null) { Debug.Log("Cannot find 'GameController' script"); } }
public void DropOffWeapon(GameObject weaponDroppingOff) { Weapon weaponType = Weapon.None; if (weaponDroppingOff.name.Contains("Finished Axe")) { weaponType = Weapon.Axe; } else if (weaponDroppingOff.name.Contains("Finished Sword")) { weaponType = Weapon.Sword; } else if (weaponDroppingOff.name.Contains("Finished Shield")) { weaponType = Weapon.Shield; } if (weaponRequired == weaponType) { // Reward players // Play any feedback (audio, particle effects) EnemyLine enemyLine = this.GetComponentInParent <EnemyLine>(); enemyLine.SlowDownMovement(); // Increase weapon count LevelOneController levelOneController = GameObject.FindGameObjectWithTag("GameController").GetComponent <LevelOneController>(); if (levelOneController) { switch (weaponType) { case Weapon.Shield: levelOneController.IncreaseShieldCount(); break; case Weapon.Sword: levelOneController.IncreaseSwordCount(); break; case Weapon.Axe: levelOneController.IncreaseAxeCount(); break; } } Destroy(weaponDroppingOff); Destroy(this.gameObject); } }
void Start() { gameController = GameObject.FindGameObjectWithTag("GameController"); if (gameController.GetComponent <LevelOneController>() != null) { isLevelOne = true; levelOneController = gameController.GetComponent <LevelOneController>(); Debug.Log("Level One"); } else { isLevelOne = false; StartCoroutine(SpawnWeaponDropoff()); Debug.Log("Not Level One"); } }
void Start() { levelOneController = this; TargetText = new GameObject(); currentTarget = ChangeTarget(); targetText = ("Target Numbers: " + currentTarget); TargetText = CreateGUITextObject(TargetText, "TargetText", new Vector3(0.5f,0.85f,1)); numbers = new GameObject[numberPoolAmount]; for(int i = 0; i < numbers.Length; i++) { GetPosition(i); numbers[i] = Instantiate(number, startingLocation, Quaternion.identity) as GameObject; numbers[i].rigidbody2D.velocity = new Vector2(0f, -numberFallSpeed); SetNumbers(i); } }