// Use for early initialization private void Awake() { GameObject parent = transform.parent.gameObject; sprite_renderer = parent.GetComponent <SpriteRenderer>(); platform_collider = parent.GetComponent <BoxCollider2D>(); background_object = parent.transform.Find("Background").gameObject; // Validate if (!TriggerBuildValidator.Validate(this.gameObject)) { Destroy(this); } #if UNITY_EDITOR if (sprite_renderer == null) { Debug.LogError("Invalid configuration for crumbling platform: missing sprite renderer."); } if (platform_collider == null) { Debug.LogError("Invalid configuration for crumbling platform: missing box collider 2D."); } if (background_object == null) { Debug.LogError("Invalid configuration for crumbling platform: missing background."); } #endif }
// Use this for initialization void Start() { if (!TriggerBuildValidator.Validate(this.gameObject)) { Destroy(this); } }
// Use this for initialization void Start() { if (!TriggerBuildValidator.Validate(this.gameObject)) { Destroy(this); return; } char_stats = Referencer.instance.player.GetComponent <CharacterStats>(); Initialize(); }
// Use this for initialization void Start() { if (!TriggerBuildValidator.Validate(this.gameObject)) { return; } // Can't just do a radius test b/c that would be center-center. We want to hit if a foot or arm gets hit, too. CircleCollider2D circle_collider = GetComponent <CircleCollider2D>(); circle_collider.radius = radius; }
// Use this for initialization void Start() { // Validate the build. if (!TriggerBuildValidator.Validate(this.gameObject)) { Destroy(this); return; } platform_path = GetComponentInParent <FollowPath>(); //TODO: arc path support? if (platform_path == null) { #if UNITY_EDITOR Debug.LogError("Lift configuration issue: lift is not a moving platform"); #endif } }