private void Awake() { gameDataLog = FindObjectOfType <GameDataLog>(); if (gameDataLog.Log_wallStuffUnlocked) { gdlog_wallstuff = 1; } else if (gameDataLog.Log_wallStuffUnlocked == false) { gdlog_wallstuff = 0; } if (gameDataLog.Log_doubleJumpIsUnlocked) { gdlog_doublejump = 1; } else if (gameDataLog.Log_doubleJumpIsUnlocked) { gdlog_doublejump = 0; } if (gameDataLog.log_dashIsUnlocked) { gdlog_dash = 1; } else if (gameDataLog.log_dashIsUnlocked == false) { gdlog_dash = 0; } }
// Start is called before the first frame update void Start() { gdLog = FindObjectOfType <GameDataLog>(); cm_cam = FindObjectOfType <CinemachineVirtualCamera>(); Destroy(gdLog); Destroy(cm_cam); StartCoroutine(waitForAFewSeconds()); }
void Start() { Debug.Log("7"); playerObject = FindObjectOfType <PlayerController>(); Debug.Log("8"); gameDataLog = FindObjectOfType <GameDataLog>(); PlayerInstantiateOrNot(); }
private void Awake() { scenePortals = FindObjectsOfType <SceneLoader>(); foreach (SceneLoader Portal in scenePortals) { Portal.FindMyObjects(); } gameDataLog = FindObjectOfType <GameDataLog>(); }
// Start is called before the first frame update void Awake() { gameDataLog = FindObjectOfType <GameDataLog>(); gameDataLog.RefreshRevivePoint(); vcamRefresh = FindObjectOfType <CameraFollowPlayer>(); vcamRefresh.FollowPlayer(); powerUp = FindObjectOfType <PowerUp>(); if (powerUp = null) { return; } }
// Update is called once per frame void Update() { player = FindObjectOfType <PlayerController>(); gameDataLog = FindObjectOfType <GameDataLog>(); }
private void Awake() { text = GetComponent <TMP_Text>(); gameDataLog = FindObjectOfType <GameDataLog>(); }
public void FindMyObjects() { playerObject = FindObjectOfType <PlayerController>(); gameDataLog = FindObjectOfType <GameDataLog>(); }
private void Start() { gameDataLog = FindObjectOfType <GameDataLog>(); }