// Start is called before the first frame update void Start() { worldSettings = FindObjectOfType <WorldSettings>(); controller = GetComponent <CharacterController>(); worldSettings = FindObjectOfType <WorldSettings>(); anim = GetComponent <Animator>(); raycast = GetComponent <RaycastController>(); if (raycast != null) { int inventoryLayerMask = 1 << LayerMask.NameToLayer("Enemy"); raycast.AddLayerMask(inventoryLayerMask); } equipper = GetComponent <ItemEquipper>(); attack = GetComponent <PlayerAttack>(); treeController = GetComponent <TreeController>(); cameraAdjuster = GetComponent <CameraAdjuster>(); playerStatistics = GetComponent <PlayerStatistics>(); itemCollector = GetComponent <ItemCollector>(); totalSwingTime = GetSwimgTimeByAnimator(anim); reticleMissColor = reticle.color; }
void Start() { sr = GetComponent <SpriteRenderer>(); statsText = transform.GetChild(0).transform.GetChild(0).GetComponent <Text>(); camAdjuster = FindObjectOfType <Camera>().GetComponent <CameraAdjuster>(); }
void Start() { cameraAdjuster = this; playerTransforms = new List <Transform>(); cam = gameObject.GetComponent <Camera>(); tvEffect = gameObject.GetComponent <TV_Effect>(); vhsEffect = gameObject.GetComponent <VHS_Effect>(); }
public static void StartGame() { CameraAdjuster.ScanForPlayersAndShadow(); var players = GameObject.FindGameObjectsWithTag("Player"); foreach (GameObject g in players) { g.GetComponent <PlayerController>().frozen = false; } }
// Constructs a DisplayManager with all available resolutions and camera CameraAdjuster public DisplayManager(Resolution[] _resolutions, CameraAdjuster _camAdjuster) { camAdjuster = _camAdjuster; resolutions = _resolutions; // TODO: Check if Unity saves chosen screen resolution ApplyResolution(new ResolutionData { resolution = new Resolution { width = Screen.width, height = Screen.height, }, index = 0, }); }
private void OnDestroy() { CameraAdjuster.ScanForPlayersAndShadow(); }