// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerCollisionManager = player.GetComponentInChildren <PlayerCollisionManager>(); firingNoise = GetComponent <AudioSource>(); StartCoroutine("LaunchProjectile"); }
// Start is called before the first frame update void Start() { playerCollisionManager = player.GetComponentInChildren <PlayerCollisionManager>(); StartCoroutine("SpawnEnemyTop"); StartCoroutine("SpawnEnemyLeft"); StartCoroutine("SpawnEnemyRight"); }
// Start is called before the first frame update void Start() { playerCollisionManager = player.GetComponentInChildren <PlayerCollisionManager>(); StartCoroutine("SpawnPowerup"); powerupMusic = GetComponent <AudioSource>(); levelMusic = HUD.GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { score = starterScore; scoreText = GetComponent <Text>(); currentSceneIndex = SceneManager.GetActiveScene().buildIndex; switch (currentSceneIndex) { case (1): scoreText.text = $"\"Enemies\"\nRemaining: {score}"; break; default: scoreText.text = $"Enemies\nRemaining: {score}"; break; } playerCollisionManager = player.GetComponentInChildren <PlayerCollisionManager>(); }
// Start is called before the first frame update void Start() { playerCollisionManagerScript = player.GetComponentInChildren <PlayerCollisionManager>(); }
// Start is called before the first frame update void Start() { playerCollisionManager = player.GetComponentInChildren <PlayerCollisionManager>(); dialogueManager = dialogueManagerObject.GetComponent <DialogueManager>(); StartCoroutine("SpawnMedkit"); }
// Start is called before the first frame update void Start() { playerCollisionManager = player.GetComponentInChildren <PlayerCollisionManager>(); StartCoroutine("SpawnMedkit"); }