/// <summary> /// Initialization method /// </summary> void Start() { // We assume that the Health component is on our parent _healthScript = GetComponentInParent<Health>(); // We get it and we subscribe to its health changed event, so we know when to update current width _healthScript.HealthChangedEvent += HealthChangedEventListener; // We also find our masking component _maskRectTransform = GetComponentInChildren<Mask>().GetComponent<RectTransform>(); _maxWidth = _maskRectTransform.rect.width; }
private void Start() { // Instantiate player on scene Transform instantiatedPlayer = Instantiate(this.Player, this.PlayerSpawn, Quaternion.identity) as Transform; Instantiate(this.SoulBag); if (instantiatedPlayer != null) { this._kosorub = instantiatedPlayer.GetComponent<Kosorub>(); this._health = instantiatedPlayer.GetComponent<Health>(); // Game variables this._souls = 0; this._uiManager.SetSouls(this._souls); this._uiManager.SetHealth(this._health.Healthpoints); } }