IEnumerator mapPlacer() { EventDriver eventDrivers = GameObject.FindObjectOfType <EventDriver>(); enemyLeader = eventDrivers.FindParty(); MCMove mcMove = GameObject.FindObjectOfType <MCMove>(); enemyUnitParty = GameObject.Find(enemyLeader).gameObject.GetComponent <UnitParty>(); playerUnitParty = mcMove.gameObject.GetComponent <UnitParty>(); List <string> newEnemyLocations = CalcQuadEnemy(); List <string> newPlayerLocations = CalcQuadPlayer(); for (int j = 0; j < enemyUnitParty.enemyUnits.Count; j++) { Instantiate(enemyUnitParty.enemyUnits[j], GameObject.Find(newEnemyLocations[j]).transform.position + new Vector3(0, 1.4f, 0), setQuaterRotation(0, 0, 0)); enemyUnitParty.enemyUnits[j].GetComponent <Stats>().levelBoost = enemyUnitParty.levelUP; } for (int i = 0; i < playerUnitParty.friendlyUnits.Count; i++) { Instantiate(playerUnitParty.friendlyUnits[i], GameObject.Find(newPlayerLocations[i]).transform.position + new Vector3(0, 1.4f, 0), setQuaterRotation(0, 0, 0)); } goodGo = false; yield return(new WaitForSeconds(0.5f)); gameObject.GetComponent <SpeedCenterTurns>().Ordering(); }
void Awake() { Debug.Log("Awake called"); //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); player = GameObject.Find("Player"); mcHammer = GameObject.Find("MC Hammer"); levelImage = GameObject.Find("LevelImage"); levelText = GameObject.Find("LevelText").GetComponent <Text>(); playAgainButton = GameObject.Find("PlayAgainButton"); giveUpButton = GameObject.Find("GiveUpButton"); DancerSpawner = GameObject.Find("BG Spawner").GetComponent <CreateDancer>(); HammerSpawner = GameObject.Find("HammerSpawner").GetComponent <HammerSpawn>(); PopperSpawner = GameObject.Find("Popper Spawner").GetComponent <PopperSpawner>(); RocketSpawner = GameObject.Find("RocketSpawner").GetComponent <RocketSpawner>(); MCMove = GameObject.Find("MC Hammer").GetComponent <MCMove>(); //SCORE - get the score text UI scoreUITextGO = GameObject.FindGameObjectWithTag("ScoreTextTag"); scoreUITextGO2 = GameObject.FindGameObjectWithTag("ScoreText2Tag"); scoreUITextGO3 = GameObject.FindGameObjectWithTag("ScoreHiTextTag"); imgNewGO = GameObject.Find("NEW"); //SCORE - initialize scoreUITextGO.GetComponent <GameScore>().Score = 0; //SCORE - hide hiscore features imgNewGO.SetActive(false); levelImage.SetActive(false); playAgainButton.SetActive(false); giveUpButton.SetActive(false); level = 1; InitGame(); }
void Start() { mc = GameObject.Find("MC Hammer").GetComponent <MCMove>(); gm = GameObject.Find("GameManager").GetComponent <GameManager>(); Reset(); }
// Use this for initialization void Start() { mc = GameObject.Find("MC Hammer").GetComponent <MCMove>(); v = transform.position - center.position; }