// Use this for initialization void Start() { gameManager = GameObject.Find ("GameManager").GetComponent<s_GameManager> (); End_A.SetActive(false); End_B.SetActive(false); End_C.SetActive(false); }
//Awake is always called before any Start functions void Awake() { //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. Makes sure there is only one! Destroy (gameObject); } //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); }
void Start() { gameManager = GameObject.Find ("GameManager").GetComponent<s_GameManager> (); }
// Use this for initialization void Start() { gameManager = GameObject.Find ("GameManager").GetComponent<s_GameManager> (); anim = this.GetComponent<Animator>(); waypointIDX = 0; currState = AIState.LOOK; Vector3 temp = waypoints[waypointIDX].transform.position - transform.position; mAngle = Mathf.Atan2(-temp.x,temp.y)*Mathf.Rad2Deg; transform.eulerAngles=new Vector3(0,0,mAngle); // transform.LookAt(waypoints[waypointIDX].transform.position,new Vector3(0,0,1)); }
void Start() { gameManager = GameObject.Find ("GameManager").GetComponent<s_GameManager> (); // Level 1 - 3 L1 = false; L2 = false; L3 = false; L4 = false; LvL3 = false; // Level 4 L4_1 = false; L4_3 = false; L4_2 = false; L5_1 = false; L5_2 = false; L5_3 = false; L5_4 = false; }
// Use this for initialization void Start() { gameManager = GameObject.Find ("GameManager").GetComponent<s_GameManager> (); One = false; Two = false; }