// Use this for initialization void Start() { scoreTextManager = textScore.GetComponent <ScoreTextManager>(); unityChanManager = unityChan.GetComponent <UnityChanManager>(); changeTime = 0.0f; rockBody.drag = 3; }
//Check the current state of the game. void CheckState() { if (ball.isInGoal) // Is ball in goal //attempts++; //add extra attempt { isBallInGame = false; StartCoroutine(TriggerEventAndRetry("Goal", 2)); StartCoroutine(ScoreTextManager.ComputeScore(10)); } //Has ball missed? else if (ball.transform.position.z > 0.5) { //close one if (Mathf.Abs(ball.transform.position.x) < 5 && ball.transform.position.y < 3) { //Debug.Log ("Close One!"); StartCoroutine(TriggerEventAndRetry("CloseOne", 1)); } //Killed a bird with that one else if (Mathf.Abs(ball.transform.position.y) > 6) { //Debug.Log ("Killed a bird with that one"); StartCoroutine(TriggerEventAndRetry("GraveMiss", 1.5f)); } //That ball is going way out west else if (Mathf.Abs(ball.transform.position.x) > 10) { //Debug.Log ("That ball is going way out west"); StartCoroutine(TriggerEventAndRetry("GraveMiss", 1.5f)); } //Average miss else { //Debug.Log ("Missed!"); StartCoroutine(TriggerEventAndRetry("Miss", 1)); } isBallInGame = false; //isResetActive = true; } //Poor shot else if (t > 3) { //Debug.Log ("Poor Attempt!"); StartCoroutine(TriggerEventAndRetry("GraveMiss", 1.5f)); ball.Stop(); isBallInGame = false; //isResetActive = true; } }
private void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } }
// Use this for initialization void Start() { // Get the shopmanager script off of the object manager = GameObject.FindGameObjectWithTag("ShopManager").GetComponent <ShopManager>(); // Find the gamecontroller object and get its GameController script controller = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>(); // Get the spriterenderer sr = gameObject.GetComponent <SpriteRenderer>(); // Get the scoretextmanager scoreTextMan = GameObject.FindGameObjectWithTag("ScoreText").GetComponent <ScoreTextManager>(); // Get the text that's attached to the item itemText = gameObject.GetComponentInChildren <Text>(); // Set up the powerup createPowerup(gameObject.name); }
void Awake() { instance = this; SimplePool.Preload(textPrefab, 5); //Preload 5 instances }
void Awake() { _instance = this; scoreText = this.GetComponent<Text>(); }