private void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); //assets loaded via this way need to be in a folder called Resources. That folder can be anywhere within the assets folder //and can be a subfolder, so for instance Sprites/Resources is valid, I think the uppercase R is important //Haven't tried yet if it really is important fullBlockSprite = Resources.Load <Sprite>("Sprites/block"); damagedBlockSprite = Resources.Load <Sprite>("Sprites/brokenblock"); DetermineSprite(); //finds the level script in the scene level = FindObjectOfType <Level>(); level.AddBreakableBlockToTotal(); }
// Start is called before the first frame update void Start() { level = FindObjectOfType <Level>(); level.AddBreakableBlockToTotal(); }