public override void OnInspectorGUI() { DrawDefaultInspector(); BasicNodePath nodePath = (BasicNodePath)target; if (GUILayout.Button("Create Node")) { nodePath.CreateNewNode(); } if (GUILayout.Button("Create Objective")) { nodePath.CreateObjective(); } }
public void Start() { enemiesToSpawn = new List <GameObject>(); nodePath = GameObject.FindGameObjectWithTag("NodeManager").GetComponent <BasicNodePath>(); coords = new Vector3(0, 290, 0); GameObject objectiveGO = GameObject.FindGameObjectWithTag("Objective"); objective = objectiveGO.GetComponent <Objective>(); if (SceneManager.GetActiveScene().name == "MainMenu") { StartCoroutine("SpawnMenu"); } }
// Start is called before the first frame update void Start() { nodePath = GameObject.FindGameObjectWithTag("NodeManager").GetComponent <BasicNodePath>(); target = nodePath.startNode; enemies = new List <GameObject>(); firstFourEnemies = new List <GameObject>(); currentHealth = enemy.Health; speed = enemy.Speed; nameField.text = enemy.enemyName; isHealer = enemy.IsHealer; isSpeeder = enemy.IsSpeeder; healCooldown = enemy.HealCooldown; healRadii = enemy.HealRadii; healAmount = enemy.HealAmount; disabledEffect = false; lastPos = transform.position; }
public void Start() { nodePath = GameObject.Find("/NodeManager").GetComponent <BasicNodePath>(); }