void Start() { spriteRenderer = this.gameObject.GetComponent <SpriteRenderer>(); soundSource = GetComponent <AudioSource>(); soundSource.clip = soundEffect; switch (type) { case PowerUpType.Health: case PowerUpType.Shield: healthHandler = GameObject.FindObjectOfType <HealthHandler>(); break; case PowerUpType.Super_Edginess: case PowerUpType.Points: edginessHandler = GameObject.FindObjectOfType <EdginessHandler>(); break; case PowerUpType.Bullet: polyShooter = GameObject.FindObjectOfType <PolyShooter>(); break; default: Destroy(this); break; } powerUpManager = GameObject.FindObjectOfType <PowerUpManager>(); StartCoroutine(FadePowerUp()); Invoke("DestroySelf", 10f); }
// Start is called before the first frame update protected virtual void Start() { soundSource = GetComponent <AudioSource>(); soundSource.clip = soundEffect; player = GameObject.FindObjectOfType <PlayerMovement>().transform; edginessHandler = GameObject.FindObjectOfType <EdginessHandler>(); healthHandler = GameObject.FindObjectOfType <HealthHandler>(); }
// Start is called before the first frame update void Start() { biggerBullets = false; soundSource = this.gameObject.AddComponent <AudioSource>(); soundSource.clip = soundEffect; shootLock = false; foreach (Transform child in transform) { childVertices.Add(child); } bulletPrefab = Resources.Load <GameObject>("Bullet"); edginessHandler = GameObject.FindObjectOfType <EdginessHandler>(); powerUpManager = GameObject.FindObjectOfType <PowerUpManager>(); fire_button_name = "Fire"; #if UNITY_WEBGL fire_button_name += "_WEBGL"; #endif }
// Start is called before the first frame update void Start() { edginessHandler = GameObject.FindObjectOfType <EdginessHandler>(); spriteHandler = GameObject.FindObjectOfType <SpriteHandler>(); foreach (Transform child in transform) { spawnPositions[nPos] = child; nPos++; } if (spawnRate < minimumSpawnRate) { spawnRate = minimumSpawnRate; } InvokeRepeating("decrementSpawnRate", spawnRate, decrementSpawnRateTime); Invoke("spawnEnemy", 2); }