// Use this for initialization void Start() { play_foot = false; prev_foot = play_foot; sounds.PlaySound("wind"); spawn_pos = transform.position + new Vector3(0, 10, 0); spawn_angle = transform.eulerAngles; last_angle = transform; UI = UI_obj.GetComponent <UI>(); UI_components = UI_obj.GetComponentsInChildren <RectTransform>(true); other_player = other_player_obj.GetComponent <PlayerOnTick>(); swimming = false; swim_first_time = false; playing = false; at_canon = false; show_canon = false; exited = true; entered = false; jumpable = true; boosting = false; trash_count = 0; boost_timer = 40; land_speed = walk_default; water_speed = swim_default; cam_cam = GetComponentInChildren <Camera>(); default_fov = cam_cam.fieldOfView; anim = GetComponentInChildren <ControlAnim>(); cam = GetComponentInChildren <CameraMech>(); cam_trans = cam.gameObject.transform; body_rb = GetComponent <Rigidbody>(); feet = GetComponentInChildren <Grounded>(); start_pos = transform; canon = canon_obj.GetComponent <CanonMech>(); canon_trans = canon_obj.GetComponentsInChildren <Transform>(true); canon_cam = canon_trans[6].gameObject; canon_cam_cam = canon_cam.GetComponent <Camera>(); spawn_cam_angle = cam_cam.gameObject.transform.eulerAngles; water_level = Water_Layer.transform.position.y; }
// Start is called before the first frame update void Start() { end_game = false; nextUpdate = 1; end_clock = 0; p1_swim_clock = 0; p2_swim_clock = 0; clock = 0; p1 = p1_obj.GetComponent <PlayerOnTick>(); p2 = p2_obj.GetComponent <PlayerOnTick>(); trashy = trashy_obj.GetComponent <TrashyT>(); wall1 = wall1_obj.GetComponent <WallMech>(); wall2 = wall2_obj.GetComponent <WallMech>(); game_over = false; }
// Start is called before the first frame update void Start() { canon_timer = 0; no_canon = false; show_no_canon = false; orig = transform.eulerAngles; activated = false; proj_rb = projectile.GetComponent <Rigidbody>(); player = associated_player.GetComponent <PlayerOnTick>(); UI = UI_obj.GetComponent <UI>(); opp_wall = opp_wall_obj.GetComponent <WallMech>(); wall_hit = false; canon_cam = GetComponentInChildren <Camera>(true); canon_trans = canon_cam.gameObject.transform; fired = false; timer = 0; }
// Start is called before the first frame update void Start() { player = GetComponentInParent <PlayerOnTick>(); }
public void picked_up(PlayerOnTick player) { picked = true; player_obj = player.gameObject; }