void Start() { pmc = GameObject.FindWithTag("kinect-pointMan").GetComponent<PointManController>(); player = GameObject.FindWithTag("Player"); lProp = GameObject.Find("levelProperties").GetComponent<LevelProperties>(); pProp = GameObject.Find("hero").GetComponent<PlayerProperties>(); }
//public bool isSwimming = false; //public float swimSpeed = 20.0f; void Start() { anim = GetComponent<Animator>(); kpc = GameObject.FindWithTag("kinect-pointMan").GetComponent<PointManController>(); controller = GetComponent<CharacterController>(); initialControllerHeight = controller.height; initialControllerCenter = controller.center; wasCrouching = false; }
void Start() { pmc = GameObject.FindWithTag("kinect-pointMan").GetComponent<PointManController>(); isOpen = linkToLevelIndex == 1 || linkToLevelIndex <= PlayerPrefs.GetInt("highestLevelCompleted")+1; //level 1 is open by default, as if we were starting a new game. Level is open if we have completed the previous level //TODO: Note: this currently does not take different "worlds" into account player = GameObject.FindWithTag("Player"); conMen = GetComponent<MenuConfirmation>(); conMen.enabled = false; //set the sprite to "open" or "closed" if (isOpen) GetComponent<SpriteRenderer>().sprite = open; else GetComponent<SpriteRenderer>().sprite = closed; }
// Use this for initialization void Start() { kpc = GameObject.FindWithTag("kinect-pointMan").GetComponent<PointManController>(); }