// Store some components void Start() { GameObject gC = GameObject.FindGameObjectWithTag("GameController"); gameUICtrl = gC.GetComponent <GameUIControl> (); tiling = gC.GetComponent <ScreenTilingCtrl> (); }
void Start() { health = size == 1 ? settings.asteroidSmallHealth : size == 2 ? settings.asteroidMediumHealth : settings.asteroidLargeHealth; damagePerHit = settings.damagerPerHit; GameObject gameController = GameObject.FindGameObjectWithTag("GameController"); tilingCtrl = gameController.GetComponent <ScreenTilingCtrl> (); scoreCtrl = gameController.GetComponent <ScoreControl> (); rb = GetComponent <Rigidbody2D> (); }
void Start() { cam = Camera.main; GameObject gC = GameObject.FindGameObjectWithTag("GameController"); if (gC == null) { Debug.LogError("Game Controller missing"); } tiling = gC.GetComponent <ScreenTilingCtrl> (); }
// This is an incoming asteroid, so tweak its collision layers and tags // This gets undone once its within the level boundary void Awake() { coll = GetComponent <Collider2D> (); coll.isTrigger = true; rb = GetComponent <Rigidbody2D> (); cam = Camera.main; GameObject gC = GameObject.FindGameObjectWithTag("GameController"); tiling = gC.GetComponent <ScreenTilingCtrl> (); gameObject.layer = LayerMask.NameToLayer("Incoming Asteroid"); gameObject.tag = "IncomingAsteroid"; }
void Start() { GameObject gameController = GameObject.FindGameObjectWithTag("GameController"); tilingCtrl = gameController.GetComponent <ScreenTilingCtrl> (); }