private void Awake() { gravityControl = GetComponent <GravityControl>(); colorSceneControl = GetComponent <ColorSceneControl>(); colorSceneControl.Add(bgRenderer); action += SetPreset; SetPreset(0); }
void Start() { activated = false; player = GameObject.Find("Player"); activeEffect = transform.FindChild("EnergyBall").gameObject; activeEffect.SetActive(false); g_control = GameObject.Find("GravityControl").GetComponent <GravityControl> (); }
protected void Obj_Start() { enterPortal = true; g_control = GameObject.Find("GravityControl").GetComponent <GravityControl> (); rb2d = GetComponent <Rigidbody2D> (); StartCoroutine("GEbehavior"); }
protected void Obj_Start() { enterPortal = true; g_control = GameObject.Find ("GravityControl").GetComponent<GravityControl> (); rb2d = GetComponent<Rigidbody2D> (); StartCoroutine ("GEbehavior"); }
//----------------------------------------------------- public Program() { //Initialize logic for state maschine ------------------------------------ lcdHandler = new LCDClass(this); stateHandler = new StateMaschine(lcdHandler, this); oxygenHandler = new OxygenControl(lcdHandler, this); gravityHandler = new GravityControl(lcdHandler, this); //--------------------------------------------------------------------------- StateMaschienOperational = stateHandler.isOperational(); OxygenControlOperational = oxygenHandler.isOperational(); GravityControlOperational = gravityHandler.isOperational(); //Getting all GG at once to check if they are there-------------------------- }
private void Awake() { gravityControl = FindObjectOfType <GravityControl>(); rg = GetComponent <Rigidbody2D>(); }
void Start() { activated = false; player = GameObject.Find ("Player"); activeEffect = transform.FindChild("EnergyBall").gameObject; activeEffect.SetActive (false); g_control = GameObject.Find ("GravityControl").GetComponent<GravityControl> (); }
// Start is called before the first frame update void Start() { _gravityControl = GetComponent <GravityControl>(); // Initialize scene planet1.SetActive(false); planet2.SetActive(false); planet3.SetActive(false); planet4.SetActive(false); planet5.SetActive(false); planet6.SetActive(false); planet7.SetActive(false); planet8.SetActive(false); planet9.SetActive(false); switch (GlobalInformation.currentScene) { case 1: planet1.SetActive(true); initPlayer(planet1); break; case 2: planet2.SetActive(true); initPlayer(planet2); break; case 3: planet3.SetActive(true); initPlayer(planet3); break; case 4: planet4.SetActive(true); initPlayer(planet4); break; case 5: planet5.SetActive(true); initPlayer(planet5); break; case 6: planet6.SetActive(true); initPlayer(planet6); break; case 7: planet7.SetActive(true); planet8.SetActive(true); planet9.SetActive(true); initPlayer(planet7); break; case 8: planet8.SetActive(true); initPlayer(planet8); break; case 9: planet9.SetActive(true); initPlayer(planet9); break; } }
// Use this for initialization void Start() { g = GetComponent <GravityControl> (); }