// Start is called before the first frame update void Start() { playerPoints = PlayerPoints.Get(); playerHp = UIPlayerHealth.Get(); rig = player.GetComponent <Rigidbody>(); force = -7000; }
// Start is called before the first frame update void Start() { playerPoints = PlayerPoints.Get(); if (!isMatchOver) { playerPoints.points = 0; } }
// Start is called before the first frame update void Start() { ball.GetComponent <MeshRenderer>().enabled = false; ball.GetComponent <SphereCollider>().enabled = false; playerHP = UIPlayerHealth.Get(); playerPoints = PlayerPoints.Get(); crosshairImage = crosshair.GetComponent <RawImage>(); defaultCrosshairColor = crosshair.GetComponent <RawImage>().color; ammo = 10; }
// Start is called before the first frame update void Start() { playerPoints = PlayerPoints.Get(); defaultColor = transform.gameObject.GetComponent <MeshRenderer>().material.color; GhostHunterProjectile = ball.gameObject.GetComponent <GhostHunter_ball>(); ghostModel = transform.gameObject.GetComponent <MeshRenderer>(); rig = player.GetComponent <Rigidbody>(); playerStatus = playerHp.GetComponent <UIPlayerHealth>(); movementTimer = 5; }