public void MoveF(Vector2 move) { if (!isWater) { transform.rotation = Quaternion.LookRotation(Vector3.forward, move); transform.Translate(move * m_MaxSpeed * Time.deltaTime, Space.World); Constrain(); FireSpawner fspawn = this.GetComponent <FireSpawner>(); fspawn.CmdFireSpew(); } }
// Use this for initialization void Start() { StateOfFire = 0; FS = GameObject.FindGameObjectWithTag("FireSpawnerObj").GetComponent <FireSpawner> (); posVect = FS.getPosVect(); for (int i = 0; i < 9; i++) { if (gameObject.transform.position == posVect[i]) { currentPos = i; } } isShooting = false; StartCoroutine(LifeCycle(1)); }
//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. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); //Assign enemies to a new List of Enemy objects. enemies = new List <Enemy>(); housings = new List <Housing>(); //Get a component reference to the attached BoardManager script boardScript = GetComponent <BoardManager>(); // Get a component reference to the attached FireSpawner script fireSpawnerScript = GetComponent <FireSpawner>(); GameObject MenuUI = GameObject.Find("Menu UI"); if (MenuUI) { MenuUI.SetActive(false); } //uncomment this on standalone level = 1; InitGame(); ///// }