Esempio n. 1
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	//On Start, assign SpriteDatabse class to 'sd'. (Note: That class can never be missing due to the dependency system)
	//It then runs Debugger() (find it below.) It checks whether the required sprites are assigned in the inspector, etc.
	//Then, it builds hierarchy for GUI (find below)
	void Start(){
		sd = GetComponent<SpriteDatabase>();
		fontSize = Mathf.Clamp(fontSize, 5, 30);
		Debugger();
		BuildHierarchy();
		startPos = player.transform.position;
	}
Esempio n. 2
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 public void Awake()
 {
     sprites = this;
 }
Esempio n. 3
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	//On Start, assign SpriteDatabse class to 'sd'. (Note: That class can never be missing due to the dependency system)
	//It then runs Debugger() (find it below.) It checks whether the required sprites are assigned in the inspector, etc.
	//Then, it builds hierarchy for GUI (find below)
	void Start(){
		sd = GetComponent<SpriteDatabase>();
	//	Debugger();
		BuildHierarchy();
//		startPos = player.transform.position;
	}
Esempio n. 4
0
 void Awake()
 {
     Instance = gameObject.GetComponent<SpriteDatabase>();
 }