// Use this for initialization void Start() { _GM = GameObject.FindGameObjectWithTag("Stats").GetComponent <StatsLoggerScript>(); audioManager = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <AudioManagerScript>(); pos = Camera.main.WorldToScreenPoint(transform.position); laser = GetComponentInChildren <LineRenderer>(true); lazerParticleSystem = GetComponentInChildren <ParticleSystem>(true); laser.enabled = false; CheckKeyBinding(); }
// Use this for initialization void Start() { _GM = GameObject.FindGameObjectWithTag("Stats").GetComponent <StatsLoggerScript>(); spawnState = SpawnState.waiting; _GM.startedSpawning = false; }
// Use this for initialization void Start() { _GM = GameObject.FindGameObjectWithTag("Stats").GetComponent <StatsLoggerScript>(); audioManager = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <AudioManagerScript>(); spawnSystem = GameObject.FindGameObjectWithTag("SpawnSystem").GetComponent <SpawnSystemScript>(); Color lightColor = Color.gray; pointLight = GetComponentInChildren <Light>(); meshRenderer = GetComponent <MeshRenderer>(); if (spawnSystem.GetNumOfSpawnedEnemies < numOfOnlyPrimaryColoredEnemies) { color = (Colors)Random.Range(0, 3); } else if (spawnSystem.GetNumOfSpawnedEnemies == numOfOnlyPrimaryColoredEnemies) { color = (Colors)Random.Range(3, 6); _GM.firstSecondarySpawned = true; } else { color = (Colors)Random.Range(0, 7); } //Debug.Log("Enemy Color is " + color); switch (color) { case Colors.red: hasRed = true; lightColor = Color.red; break; case Colors.green: hasGreen = true; lightColor = Color.green; break; case Colors.blue: hasBlue = true; lightColor = Color.blue; break; case Colors.yellow: hasGreen = true; hasRed = true; lightColor = Color.yellow; break; case Colors.cyan: hasBlue = true; hasGreen = true; lightColor = Color.cyan; break; case Colors.magenta: hasBlue = true; hasRed = true; lightColor = Color.magenta; break; case Colors.white: hasBlue = true; hasRed = true; hasGreen = true; lightColor = Color.white; break; default: break; } lazerMaterial = lazerMaterialsRGBYCMW[(int)color]; particleMaterial = particleMaterialsRGBYCMW[(int)color]; //Debug.Log("Setting lightcolor to " + lightColor); pointLight.color = lightColor; meshRenderer.material = lazerMaterial; }