// Start is called before the first frame update void Start() { winMenu = StaticGameData.winMenu; pauseSetter = StaticGameData.pasueSetter; bulletData = bullet.GetComponent <Common_Bullet>(); stageBGM = GameObject.FindGameObjectWithTag("bgmPlayer/Stage").GetComponent <AudioSource>(); stageBGM.Stop(); BossBGM = GameObject.FindGameObjectWithTag("bgmPlayer/Boss").GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { // Preparing for entering animation player = GetComponent <Rigidbody2D>(); isAllowMoving = false; shield = GameObject.Find("Player_InvincibleShield"); playerWeapon = GetComponent <Player_BaseWeaponControl>(); playerWeapon.isFireAllowed = false; playerSP = GetComponent <Player_SpecialAbilityActivation>(); playerSP.isSPAllowed = false; playerHP = GetComponent <Common_HP>(); playerHP.isInvicible = true; initPos = transform.position; healthBar = GameObject.FindGameObjectWithTag("StatusBar/HP").GetComponent <Player_UI_HealthBarControl>(); healthBar.setInOpt(false); skillBar = GameObject.FindGameObjectWithTag("StatusBar/SP").GetComponent <Player_UI_SkillBarControl>(); skillBar.setInOpt(false); pasueMenu = GameObject.FindGameObjectWithTag("GameManager").GetComponent <UI_GamePasue>(); pasueMenu.isAvaliable = false; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
// Start is called before the first frame update void Start() { pasueMenu = GameObject.Find("GameManager").GetComponent <UI_GamePasue>(); }