void Start() { //detection des zones Player = GameObject.Find("Player"); T = GameObject.FindGameObjectsWithTag("Detectable"); det = new DetectableClass[T.Length]; distance = new float[T.Length]; isDetectedAround = new ArrayList(); for (int i = 0; i < T.Length; i++) { //CircleRadar [i].SetActive (false); det [i] = new DetectableClass( T [i].transform.position, T [i].name, false, false, false); //print (T [i].transform.GetChild(0).name); T [i].transform.GetChild(0).gameObject.SetActive(false); //det [i].Cercle.SetActive (false); distance [i] = Vector3.Distance(det [i].pos, Player.transform.position); //print (distance [i] + det[i].Name); } //check si l'objet le plus proche est a moins de distancePremierCercleDetection DistanceLaPlusProche = (Mathf.Min(distance)); //print (Array.IndexOf(distance, Mathf.Min(distance))); StartCoroutine("CheckEveryHalfSec"); //systeme chaud froid anim = GameObject.Find("ArtefactAnimation").GetComponent <Animator>(); QTSurfShad = GameObject.Find("artefactNewCanvasChaudFroid").GetComponent <QT_SurfaceNoise2>(); PanelPressSpace = GameObject.Find("PanelPressSpace"); PanelPressSpace.SetActive(false); }
// Use this for initialization void Start() { GM = this.gameObject.GetComponent <GameManager> (); anim = GameObject.Find("ArtefactAnimation").GetComponent <Animator>(); QTSurfShad = GameObject.Find("artefactNewCanvasChaudFroid").GetComponent <QT_SurfaceNoise2>(); }