private GameObject pointsText; // Text, der beim Tod angezeigt werden soll void Start() { controller = gameObject.GetComponent <CharacterController>(); curve = GameObject.Find("LevelGenerator").GetComponent <generateCurve>(); ors = GameObject.Find("LevelGenerator").GetComponent <ObjectRandomSpawn>(); uicontroller = GameObject.Find("LevelManager").GetComponent <UIController>(); mSpeed = 6.0f; lastTurn = 0; health = 100; }
// Use this for initialization void Start() { // curve = GetComponent<generateCurve>(); mesh = new Mesh(); vertList = new List <Vector3>(); triList = new List <int>(); normalsList = new List <Vector3>(); turtle = new GameObject("Turtle"); objectSpawner = GetComponent <ObjectRandomSpawn>(); meshFilter = GetComponent <MeshFilter>(); meshFilter.mesh = mesh; mesh.name = "Boden"; generated = false; }
private CharacterController cc; // cc zum Blockieren der Stuerung bei Respawn in Höhle // Use this for initialization void Start() { isWaiting = 0; scene = SceneManager.GetActiveScene(); audioScript = GameObject.Find("Player").GetComponent <AudioFX>(); health = PlayerPrefs.GetInt("Health"); healthText.text = health.ToString(); uicontroller = GameObject.Find("LevelManager").GetComponent <UIController>(); if (scene.name == "Level1") { ors = GameObject.Find("LevelGenerator").GetComponent <ObjectRandomSpawn>(); } ui = GameObject.Find("UI"); uicontroller.ReadScore(); }
// Use this for initialization void Start() { mesh = new Mesh(); vertList = new List <Vector3>(); triList = new List <int>(); normalsList = new List <Vector3>(); turtle = new GameObject("Turtle"); objectSpawner = GetComponent <ObjectRandomSpawn>(); uicontroller = GameObject.Find("LevelManager").GetComponent <UIController>(); meshFilter = GetComponent <MeshFilter>(); mainCamera = Camera.main; meshFilter.mesh = mesh; mesh.name = "Boden"; meshc = gameObject.AddComponent(typeof(MeshCollider)) as MeshCollider; meshc.sharedMesh = mesh; }