void Start() { cam = Camera.main.GetComponent <ChangeCursor>(); inv = FindObjectOfType <SimpleInv>(); target = GameObject.FindWithTag("Target").transform; cont = GetComponent <Inv_Controller>(); }
// Use this for initialization void Start() { bg = GameObject.FindGameObjectWithTag("BuildGround"); towerArray = FindObjectOfType <ChangeCursor>(); pT = FindObjectOfType <Parent_Tower>(); close = GetComponent <FindClosest>(); }
void Awake() { roll.SetActive(false); col = GetComponent <Collider2D>(); cursor = FindObjectOfType <ChangeCursor>(); pos = transform.position; grid = FindObjectOfType <Grid>(); //isNew = false; isSet = false; }
public void Start() { //Cache the Main Camera cam = Camera.main; cursor = GetComponent <ChangeCursor>(); // Slightly inefficient way of finding all AIs, but this is just an example script, so it doesn't matter much. // FindObjectsOfType does not support interfaces unfortunately. ais = FindObjectsOfType <MonoBehaviour>().OfType <IAstarAI>().ToArray(); useGUILayout = false; target = GameObject.FindWithTag("Target").transform; }
// Use this for initialization void Start() { changeCursor = GetComponent <ChangeCursor>(); m_Tower01.onClick.AddListener(OnClickTower01); m_Tower02.onClick.AddListener(OnClickTower02); m_Tower03.onClick.AddListener(OnClickTower03); _stone = FindObjectOfType <StoneScript>(); _wood = FindObjectOfType <WoodScript>(); //_gold = FindObjectOfType<GoldScript>(); }
void Start() { sm = FindObjectOfType <SocialManager>(); Game.sm = sm; gridMax = 3; spawnPoint = new Vector3(2, -1.7f); cursor = FindObjectOfType <ChangeCursor>(); ui = GetComponent <UIManager>(); if (Game.player == null) { Game.player = new Profile("Test"); Game.SetDefaults(); } }
void Start() { cursor = FindObjectOfType <ChangeCursor>(); isEnd = false; isMove = false; isCheck = false; newCells = new List <Cell>(); forChange = new List <Cell>(); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { Instantiate(cellPrefab, new Vector3(x, y), Quaternion.identity); } } }
private void LookOnCursor() { Plane player = new Plane(Vector3.up, transform.position); Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); float hit = 0; if (player.Raycast(ray, out hit)) { Vector3 targetPoint = ray.GetPoint(hit); Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, _rotationSpeed * Time.deltaTime); if (Mathf.Abs(HorizonalMouse) > 0 || Mathf.Abs(VerticalMouse) > 0) { ChangeCursor?.Invoke(2f); } else { ChangeCursor?.Invoke(1f); } } }
void Awake() { cursor = FindObjectOfType <ChangeCursor>(); cur0 = 0; cur1 = 2; blocks = GetComponentsInChildren <Block>(); origin = transform.position; grid = FindObjectOfType <Grid>(); if (blocks.Length > 1) { blocks[0].transform.localPosition = positions[cur0]; blocks[1].transform.localPosition = positions[cur1]; } isOverTheGrid = false; if (blocks.Length == 2) { int ran1, ran2; ran1 = Random.Range(1, Manager.gridMax); ran2 = Random.Range(1, Manager.gridMax); while (ran1 == ran2) { ran2 = Random.Range(1, Manager.gridMax); } blocks[0].number = ran1; blocks[1].number = ran2; } else { blocks[0].number = Random.Range(1, Manager.gridMax); } }
// Use this for initialization void Start() { cam = Camera.main.GetComponent <ChangeCursor>(); cont = GetComponent <Inv_Controller>(); }
private void Start() { myCursor = this; Cursor.visible = false; }
void Start() { cam = Camera.main.GetComponent <ChangeCursor>(); gameObject.tag = "Look"; }