// Use this for initialization void Start() { cubeplatform_scriptereference = GameObject.FindGameObjectWithTag("PuzzleMachine").GetComponent <PlatformPuzzleTypeOne>(); if (PlayerPrefs.GetInt("Retries") == 10) { // StartCoroutine(FadeInButton()); } }
// Use this for initialization void Start() { PickupCubeButton = GameObject.FindGameObjectWithTag("PickupButtonTag"); cube = GameObject.FindGameObjectWithTag("PuzzlePiece"); // find the puzzlepiece and set it to Cube so I can reference it later. projector_reference = cube.GetComponentInChildren <Projector>(); cubeParticleRef = cube.GetComponentInChildren <ParticleSystem>(); // find the particle system component of the cube so I can store reference. playSound = true; cube_rigidbody_reference = cube.GetComponent <Rigidbody>(); cube_collider_reference = cube.GetComponent <Collider>(); Platform_reference = GameObject.FindGameObjectWithTag("PuzzleMachine"); projector_reference.orthographicSize = 0; platform_script_reference = Platform_reference.GetComponent <PlatformPuzzleTypeOne>(); }
public void InitiatePlayerProperties() { platform_puzzle_gameobject = GameObject.FindGameObjectWithTag("PuzzleMachine"); EndingPuzzle_Reference = platform_puzzle_gameobject.GetComponent <PlatformPuzzleTypeOne>(); RestartLevelScript_Reference = new RestartLevelIfSomethingFalls(); Player_health = GameObject.FindGameObjectWithTag("PlayerHealth").GetComponent <Slider>(); CharAnimator = GetComponent <Animator>(); forward = Camera.main.transform.forward; forward.y = 0; forward = Vector3.Normalize(forward); right = Quaternion.Euler(new Vector3(0, 90, 0)) * forward; InvokeRepeating("CheckIfPlayerIsDead", .25f, .25f); isPlayerDead = false; isPlayer_StandingStill = true; }//Load components and other things neccessery at the start of the level.