void Start() { //Physics parameters. Adjust for different behaviour. gravScaleStart = 200; jumpForceStart = 5000; gravMultiplier = 40; jumpMultiplier = 300; downForce = 300000; //If physics behave differently on project and android, adjust this multiplier androidScaler = 1f; highEnough = false; firstJump = false; inJump = false; EGLogic = GameObject.FindGameObjectWithTag("Logic").GetComponent <ElevatorGameLogic>(); jumperPositions = GameObject.FindGameObjectWithTag("Logic").GetComponent <JumperPositions>(); heightLine = GameObject.Find("HeightLine"); RB = GetComponent <Rigidbody2D>(); if (DataController.GetDebugMode()) { this.InitDebuggerParams(); } this.AdjustDifficulty(DataController.GetDifficulty()); }
void Start() { this.EGLogic = FindObjectOfType <ElevatorGameLogic>(); this.shake = FindObjectOfType <ShakeBehavior>(); this.effects = FindObjectOfType <EffectsController>(); this.collisionCount = 0; elevatorDoors = GameObject.Find("ElevatorDoors"); borders = GameObject.FindGameObjectsWithTag("Border"); }