void Awake() { anim = GetComponent <Animator>(); rb2d = GetComponent <Rigidbody2D>(); // get reference to runManager runManager = Object.FindObjectOfType <RunManager>(); thoughtMenu = Object.FindObjectOfType <ThoughtMenu>(); }
// Initialization void Awake() { // get reference to runManager runManager = Object.FindObjectOfType <RunManager>(); thoughtMenu = Object.FindObjectOfType <ThoughtMenu>(); bubble = transform.Find("Bubble").gameObject; text = transform.Find("Text").gameObject; }
// Initialization void Awake() { // get reference to gameManager gameManager = Object.FindObjectOfType <GameManager>(); thoughtMenu = Object.FindObjectOfType <ThoughtMenu>(); tutorialManager = Object.FindObjectOfType <TutorialManager>(); // if no gameManager, load preload scene first if (gameManager == null) { SceneManager.LoadScene(0); return; } // get reference to playerController and rhythmManager player = Object.FindObjectOfType <PlayerController>(); rhythmManager = Object.FindObjectOfType <RhythmManager>(); // get initial runState based on profile runState = new RunState( gameManager.profile.GetInitialEnergy(), gameManager.profile.energyCap, new EmotionState(gameManager.profile.initialEmotions), gameManager.profile.bedTime ); Time.timeScale = 1; }
// Start is called before the first frame update void Start() { runManager = Object.FindObjectOfType <RunManager>(); thoughtMenu = Object.FindObjectOfType <ThoughtMenu>(); player = Object.FindObjectOfType <PlayerController>(); }