// PRIVATE STATIC //-------------------------------------- // Methods //-------------------------------------- ///<summary> /// Use this for initialization ///</summary> void Start () { _bowlingBallPrefabStateComponent = GetComponent<SGMStateComponent>(); Debug.Log ("c: " + _bowlingBallPrefabStateComponent); Debug.Log ("i: " + _bowlingBallPrefabStateComponent.inputMode); Debug.Log ("s: " + _bowlingBallPrefabStateComponent.bowlingBallState); }
// PRIVATE STATIC //-------------------------------------- // Methods //-------------------------------------- ///<summary> /// Use this for initialization ///</summary> void Start() { _bowlingBallPrefabStateComponent = GetComponent <SGMStateComponent>(); Debug.Log("c: " + _bowlingBallPrefabStateComponent); Debug.Log("i: " + _bowlingBallPrefabStateComponent.inputMode); Debug.Log("s: " + _bowlingBallPrefabStateComponent.bowlingBallState); }
// PRIVATE STATIC //-------------------------------------- // Methods //-------------------------------------- ///<summary> /// Use this for initialization ///</summary> void Start() { //GRAB REFERENCE, JUST TO TRIGGER INSTANTIATE (IF IT DOESN'T EXIST YET) GameObject simpleGameManagerGameObject = SimpleGameManagerComponent.SimpleGameManagerGameObject; //I ASSUME THIS TO BE TRUE, ALWAYS if (simpleGameManagerGameObject) { _bowlingBallPrefabStateComponent = simpleGameManagerGameObject.GetComponent <SGMStateComponent>(); _bowlingBallRolling_audiosource = GetComponent <AudioSource>(); } }
/// <summary> /// _dos the update references. /// /// NOTE: The location(s) where this is called is proof that a /// 'lifecycle' (when the SGM restarts, etc...) would be helpful. /// /// </summary> private void _doUpdateReferences() { // _bowlingBallPrefabStateComponent = GetComponent <SGMStateComponent>(); GameObject scoreGUIText_gameobject = GameObject.Find("ScoreGUIText"); if (scoreGUIText_gameobject) { _score_guitext = scoreGUIText_gameobject.GetComponent <GUIText>(); // _bowlingPinPrefabs_gameobject = GameObject.FindGameObjectsWithTag("BowlingPinPrefabTag"); } }
//-------------------------------------- // Methods //-------------------------------------- ///<summary> /// Use this for initialization ///</summary> void Start() { _bowlingBallPrefabStateComponent = GetComponent <SGMStateComponent>(); }
//-------------------------------------- // Methods //-------------------------------------- ///<summary> /// Use this for initialization ///</summary> void Start () { _bowlingBallPrefabStateComponent = GetComponent<SGMStateComponent>(); }
// PRIVATE STATIC //-------------------------------------- // Methods //-------------------------------------- ///<summary> /// Use this for initialization ///</summary> void Start () { //GRAB REFERENCE, JUST TO TRIGGER INSTANTIATE (IF IT DOESN'T EXIST YET) GameObject simpleGameManagerGameObject = SimpleGameManagerComponent.SimpleGameManagerGameObject; //I ASSUME THIS TO BE TRUE, ALWAYS if (simpleGameManagerGameObject) { _bowlingBallPrefabStateComponent = simpleGameManagerGameObject.GetComponent<SGMStateComponent>(); _bowlingBallRolling_audiosource = GetComponent<AudioSource>(); } }
/// <summary> /// _dos the update references. /// /// NOTE: The location(s) where this is called is proof that a /// 'lifecycle' (when the SGM restarts, etc...) would be helpful. /// /// </summary> private void _doUpdateReferences() { // _bowlingBallPrefabStateComponent = GetComponent<SGMStateComponent>(); GameObject scoreGUIText_gameobject = GameObject.Find ("ScoreGUIText"); if (scoreGUIText_gameobject) { _score_guitext = scoreGUIText_gameobject.GetComponent<GUIText>(); // _bowlingPinPrefabs_gameobject = GameObject.FindGameObjectsWithTag ("BowlingPinPrefabTag"); } }