void Start() { wb = FindObjectOfType <WeaponBench>(); pab = FindObjectOfType <PassiveBench>(); pob = FindObjectOfType <PowerupBench>(); mp = FindObjectOfType <MusicPlayer>(); ic = FindObjectOfType <InputController>(); gops = FindObjectOfType <GameOptions>(); TMPBUI = GameObject.Find("TMPBUI").GetComponent <TextMeshProUGUI>(); TMPTUT = GameObject.Find("TMPTUT").GetComponent <TextMeshProUGUI>(); TMPTUI = GameObject.Find("TMPTUI").GetComponent <TextMeshProUGUI>(); TMPHS = GameObject.Find("TMPHS").GetComponent <TextMeshProUGUI>(); TMPBank = GameObject.Find("TMPBank").GetComponent <TextMeshPro>(); TMPTime = GameObject.Find("TMPTime").GetComponent <TextMeshPro>(); tutanim = TMPTUT.GetComponent <Animator>(); altar = FindObjectOfType <Altar>(); player = FindObjectOfType <Player>(); statl = FindObjectOfType <StatLibrary>(); sc = FindObjectOfType <SpawnController>(); TMPHS.text = ""; TMPTUT.text = ""; ClearStats(); killtext = "Kill enemies to get necromantic energy (Detrizide)."; dttext = "Press or hold the " + ic.Detrizide + " key when weapon is flashing to spend energy and cast spells. Do this constantly."; weapontext = "Collect weapons from the gold flashing altar in the middle once their cost has been paid."; passivetext = "Collect passive upgrades from the blue flashing altar to the west once their cost has been paid. "; poweruptext = "Powerups will periodically become available. Acquire them from the red flashing altar in the east to temporarily gain a bonus."; ammotext = "Some weapons run out of ammo. Switch weapons using " + ic.CycleWeapons + " or " + ic.NextWeapon + " to refill ammo."; swtext = "The Void Cannon and Devourer weapons are superweapons. These do immense damage, but cost banked Detrizide to use. Cost increases each use. "; }
void Start() { altar = FindObjectOfType <Altar>(); wb = FindObjectOfType <WeaponBench>(); sl = FindObjectOfType <StatLibrary>(); detrianim = GetComponent <Animator>(); detriLight = gameObject; SetDTColours(); saveOriginalMaterials(); }
void Start() { wb = FindObjectOfType <WeaponBench>(); fwanimator = GameObject.FindGameObjectWithTag("FadeWall").GetComponent <Animator>(); altar = FindObjectOfType <Altar>(); //resUnit = altar.GetResUnit(); ic = FindObjectOfType <InputController>(); weaponmanager = FindObjectOfType <WeaponManager>(); sc = FindObjectOfType <SpawnController>(); aso = gameObject.GetComponent <AudioSource>(); sl = FindObjectOfType <SoundLibrary>(); statl = FindObjectOfType <StatLibrary>(); unit = gameObject.GetComponent <Unit>(); unit.SetDeadClip(sl.GetPlayerDead()); ownedWeaponGOs = new List <GameObject>(); previousWeapon = FindObjectOfType <PlayerWeapon>().name; ownedWeaponGOs.Add(sc.provideGameObject("BoneBag")); }