// Use this for initialization public void Start () { PauseController = GameObject.Find("PauseCanvas").GetComponent<PauseController>(); _timeAffected = GetComponent<TimeAffected> (); _timeAffected.ShadowBlinkHandler += OnShadowBlink; _timeAffected.PassPauseController (PauseController); _layeredController = GetComponent<LayeredController> (); _targetable = gameObject.GetComponent<Targetable> (); _targetable.DeathEventHandler += OnDeath; _camera = Camera.main.GetComponent<CameraController> (); _musicController = gameObject.GetComponent<MusicController> (); GetComponent<LayeredController> ().LayerChangedEventHandler += UpdateLayerTransparencyOnLayerChange; GetComponent<LayeredController> ().LayerChangedEventHandler += UpdateMusicOnLayerChange; _bigGearPrefab = (GameObject)Resources.Load ("BigGear"); _smallGearPrefab = (GameObject)Resources.Load ("SmallGear"); _bigGear = Instantiate (_bigGearPrefab).GetComponent<GearController> (); _bigGear.PassPauseController (PauseController); _smallGear = Instantiate (_smallGearPrefab).GetComponent<GearController> (); _smallGear.PassPauseController (PauseController); _bigGear.Player = this; _smallGear.Player = this; _bigGear.RotationSpeed = _bigGearDefaultRotationSpeed; _smallGear.RotationSpeed = _smallGearDefaultRotationSpeed; _bigGear.Damage = _bigGearDamage; _smallGear.Damage = _smallGearDamage; _layeredController.Initialize(); UpdateLayerTransparencyOnLayerChange(); SaveCheckpoint (); }
// Use this for initialization public void Start() { PauseController = GameObject.Find("PauseCanvas").GetComponent <PauseController>(); _timeAffected = GetComponent <TimeAffected> (); _timeAffected.ShadowBlinkHandler += OnShadowBlink; _timeAffected.PassPauseController(PauseController); _layeredController = GetComponent <LayeredController> (); _targetable = gameObject.GetComponent <Targetable> (); _targetable.DeathEventHandler += OnDeath; _camera = Camera.main.GetComponent <CameraController> (); _musicController = gameObject.GetComponent <MusicController> (); GetComponent <LayeredController> ().LayerChangedEventHandler += UpdateLayerTransparencyOnLayerChange; GetComponent <LayeredController> ().LayerChangedEventHandler += UpdateMusicOnLayerChange; _bigGearPrefab = (GameObject)Resources.Load("BigGear"); _smallGearPrefab = (GameObject)Resources.Load("SmallGear"); _bigGear = Instantiate(_bigGearPrefab).GetComponent <GearController> (); _bigGear.PassPauseController(PauseController); _smallGear = Instantiate(_smallGearPrefab).GetComponent <GearController> (); _smallGear.PassPauseController(PauseController); _bigGear.Player = this; _smallGear.Player = this; _bigGear.RotationSpeed = _bigGearDefaultRotationSpeed; _smallGear.RotationSpeed = _smallGearDefaultRotationSpeed; _bigGear.Damage = _bigGearDamage; _smallGear.Damage = _smallGearDamage; _layeredController.Initialize(); UpdateLayerTransparencyOnLayerChange(); SaveCheckpoint(); }
void Start() { _dispenserLayeredController = gameObject.GetComponent <LayeredController>(); _dispenseLocation = transform.Find("DispenseLocation").transform.position; Invoke("Dispense", DispenseDelay); }
void Start () { _dispenserLayeredController = gameObject.GetComponent<LayeredController>(); _dispenseLocation = transform.Find("DispenseLocation").transform.position; Invoke("Dispense", DispenseDelay); }