// Use this for initialization void Start() { neut = 0; occu = true; baseManager = GameObject.Find("BaseManager").GetComponent <BaseManager>(); unitCreateStart = GameObject.Find("GameSystem").GetComponent <UnitCreateStart>(); point = GameObject.Find("GameSystem").GetComponent <PointCont>(); circle = GetComponent <CircleCollider2D>(); renderers = new SpriteRenderer[10]; int i = 0; foreach (Transform child in transform) { renderers[i] = child.gameObject.GetComponent <SpriteRenderer>(); if (renderers != null) { i++; } } damageSprite = renderers[3]; //damageSprite.enabled = false; playerbase = GameObject.Find("PlayerBase"); slider.maxValue = BaseHP; }
//private Rigidbody2D rb; // Use this for initialization void Start() { canMove = true; playerBase = GameObject.Find("PlayerBase"); enemyBase = GameObject.Find("EnemyBase"); Neutral1 = GameObject.Find("NeutralBase1"); Neutral2 = GameObject.Find("NeutralBase2"); base1 = Neutral1.GetComponent <BaseStatus>(); base2 = Neutral2.GetComponent <BaseStatus>(); baseManager = GameObject.Find("BaseManager").GetComponent <BaseManager>(); unitCreateStart = GameObject.Find("GameSystem").GetComponent <UnitCreateStart>(); rot = true; rotP = false; rotN1 = true; rotN2 = true; modenum = 1; if (gameObject.tag == "WizardUnit") { magicModeChange = GetComponent <MagicModeChange>(); StartCoroutine("modechange"); } else { magicModeChange = null; } }