void Start() { playerShipArray = GameObject.FindObjectOfType<PlayerShipArray>(); //catch divide-by-zero if (maxHealth == 0) { maxHealth = 1; } //Initialise values currentHealth = maxHealth; }
void Start() { playerShipArray = GameObject.FindObjectOfType <PlayerShipArray>(); //catch divide-by-zero if (maxHealth == 0) { maxHealth = 1; } //Initialise values currentHealth = maxHealth; }
void FindTarget() { //Reference the Player Ship Array in the scene to access its public variables; PlayerShipArray playerShipArray = GameObject.FindObjectOfType <PlayerShipArray>(); //Set the allPlayers list from the Player Ship Array pl = playerShipArray.allPlayers; foreach (GameObject p in pl) { if (p != null) { float distance = Vector3.Distance(transform.position, p.transform.position); if (distance <= maxDistance) { maxDistance = distance; targetedPlayer = p; } } } }
// Use this for initialization void Start() { playerShipArray = GameObject.FindObjectOfType <PlayerShipArray>(); }
// Use this for initialization void Start () { playerShipArray = GameObject.FindObjectOfType<PlayerShipArray>(); }