// Use this for initialization void Start() { ghost = GameObject.FindGameObjectWithTag("ghost"); //gets the particle system off of the lever and sets it to false particle = gameObject.GetComponent <ParticleSystem>(); characters = GameObject.FindObjectOfType <SwitchingCharacters>(); particle.enableEmission = false; highlight.SetActive(false); }
private void Start() { //gets the particle system off of the lever and sets it to false particle = gameObject.GetComponent <ParticleSystem>(); characters = GameObject.FindObjectOfType <SwitchingCharacters>(); particle.enableEmission = false; highlight.SetActive(false); initialRotation = rotationObject.transform.rotation.z; }
private void Start() { //gets the particle system off of the lever and sets it to false particle = gameObject.GetComponent <ParticleSystem>(); characters = GameObject.FindObjectOfType <SwitchingCharacters>(); portal = GameObject.FindObjectOfType <CharacterThroughPortal>(); particle.enableEmission = false; highlight.SetActive(false); newWallPos = new Vector3(wall.transform.position.x, wall.transform.position.y + 5, wall.transform.position.z); wallPos = new Vector3(wall.transform.position.x, wall.transform.position.y, wall.transform.position.z); }
private void Start() { //gets the particle system off of the lever and sets it to false particle = gameObject.GetComponent <ParticleSystem>(); characters = GameObject.FindObjectOfType <SwitchingCharacters>(); particle.enableEmission = false; highlight.SetActive(false); //set up the max height of the elevator initialHeight = elevatorObject.transform.position.y; }