// Use this for initialization void Start() { myController = FindObjectOfType <SpaceShip_Controller>(); MyTransform = GetComponent <Transform>(); ProjectilePrefab = myController.getMissilePrefab(); }
// Use this for initialization void Start() { myController = FindObjectOfType<SpaceShip_Controller>(); MyTransform = GetComponent<Transform>(); ProjectilePrefab = myController.getMissilePrefab(); }
// Use this for initialization void Start() { m_Player = FindObjectOfType <SpaceShip_Controller>(); m_HUD = FindObjectOfType <Player_HUD>(); m_Spawners = FindObjectsOfType <Spawn_Controller>(); m_Values = FindObjectOfType <ValueHolder> (); m_HighScores = new ScoreTable(); m_HighScores.LoadScores(); m_Timer = m_Respawn; }
// Use this for initialization void Start() { m_Player = FindObjectOfType<SpaceShip_Controller>(); m_Game = FindObjectOfType<GameController>(); //Setting the life counter up. m_Lives.sizeDelta = new Vector2 (m_Lives.sizeDelta.x * m_Game.M_Lives, m_Lives.sizeDelta.y); m_ImgWidth = m_Lives.sizeDelta.x / (float)m_Game.M_Lives; m_Restart.enabled = false; m_HSName.enabled = false; m_HSScore.enabled = false; m_Help.enabled = false; }
// Use this for initialization void Start() { m_Player = FindObjectOfType <SpaceShip_Controller>(); m_Game = FindObjectOfType <GameController>(); //Setting the life counter up. m_Lives.sizeDelta = new Vector2(m_Lives.sizeDelta.x * m_Game.M_Lives, m_Lives.sizeDelta.y); m_ImgWidth = m_Lives.sizeDelta.x / (float)m_Game.M_Lives; m_Restart.enabled = false; m_HSName.enabled = false; m_HSScore.enabled = false; m_Help.enabled = false; }
// Use this for initialization void Start() { m_Player = FindObjectOfType<SpaceShip_Controller>(); m_HUD = FindObjectOfType<Player_HUD>(); m_Spawners = FindObjectsOfType<Spawn_Controller>(); m_Values = FindObjectOfType<ValueHolder> (); m_HighScores = new ScoreTable(); m_HighScores.LoadScores (); m_Timer = m_Respawn; }