// Start is called before the first frame update private void Start() { _general = GetComponentInParent <GeneralEnemyStats>(); _master = GameObject.Find("GameMaster").GetComponent <MasterCounter>(); _general.SetEndDamage(1); _general.FlipEndOfTurnDamage(); }
private void Start() { _master = GameObject.Find("GameMaster"); _masterCounter = _master.GetComponent <MasterCounter>(); StartCoroutine(GetUpgrades()); }
private void Start() { _master = GameObject.Find("GameMaster").GetComponent <MasterCounter>(); StartCoroutine(GetPlayerScore()); }
// Start is called before the first frame update void Start() { _swordThrowing = GetComponent <SwordThrowing>(); _rigid = gameObject.GetComponent <Rigidbody2D>(); _spawn = GameObject.Find("SpawnArea").GetComponent <SpawnEnemies>(); _master = GameObject.Find("GameMaster").GetComponent <MasterCounter>(); _init = GetComponent <Init>(); }
public void addLevel() { MasterCounter masterCounter = GameObject.Find("GameMaster").GetComponent <MasterCounter>(); _level++; _damage += 2; masterCounter.damageIncrease = _damage; }
public void addLevel() { MasterCounter master = GameObject.Find("GameMaster").GetComponent <MasterCounter>(); _level++; master.shieldIncrease++; }
private void Start() { _text = GetComponentInChildren <TextMeshPro>(); _master = GameObject.Find("GameMaster").GetComponent <MasterCounter>(); _health = _master.GetTurnCount() * 2; _maxHealth = _health; UpdateHealthText(); }
public void addLevel() { MasterCounter masterCounter = GameObject.Find("GameMaster").GetComponent <MasterCounter>(); _level++; _bounces += 1; masterCounter.bounceIncrease = _bounces; }
// Start is called before the first frame update private void Start() { MasterCounter master = GameObject.Find("GameMaster").GetComponent <MasterCounter>(); thisScore.GetComponent <TextMeshProUGUI>().text = master.finalScore.ToString(); master.ResetScore(); /* * Get current highest score out of db from current player * update if necessary */ /* * Get highest score from all entries * update if necessary */ }
// Start is called before the first frame update void Start() { masterCounter = GameObject.Find("GameMaster").GetComponent <MasterCounter>(); masterCounter.sword = sword; text.GetComponent <TextMeshProUGUI>().text = masterCounter.getScore().ToString(); money.GetComponent <TextMeshProUGUI>().text = masterCounter.money.ToString(); masterCounter.scoreText = text; masterCounter.moneyText = money; masterCounter.livesText = lives; masterCounter.UpdatePowerUps(); Init init = sword.GetComponent <Init>(); init.damage += masterCounter.damageIncrease; init.fullShield += masterCounter.shieldIncrease; init.maxBounces += masterCounter.bounceIncrease; masterCounter.ResetIncreases(); masterCounter.AddToScore(0); masterCounter.AddToMoney(0); }
// Update is called once per frame void WipeList(Scene scene) { MasterCounter masterCounter = GameObject.Find("GameMaster").GetComponent <MasterCounter>(); masterCounter.WipeList(); }
// Start is called before the first frame update private void Start() { _general = GetComponentInParent <GeneralEnemyStats>(); _master = GameObject.Find("GameMaster").GetComponent <MasterCounter>(); }
private void Start() { _master = GameObject.Find("GameMaster").GetComponent <MasterCounter>(); SpawnEnemyAmount(firstSpawn); }
private void Start() { _master = GameObject.Find("GameMaster").GetComponent <MasterCounter>(); }