// Use this for initialization void Start() { lm = FindObjectOfType <LifeManager>(); turn = FindObjectOfType <TurnManager>(); maxP1 = FindObjectOfType <PositionTester>(); maxP2 = FindObjectOfType <PositionTester2>(); }
// Use this for initialization void Start() { selection = FindObjectOfType <SelectionController>(); healer = FindObjectOfType <PositionHealer>(); tank = FindObjectOfType <PositionTester>(); lm = FindObjectOfType <LifeManager>(); turn = FindObjectOfType <TurnManager>(); isAbility = false; }
// Use this for initialization void Start() { tester = FindObjectOfType <PositionTester>(); tester2 = FindObjectOfType <PositionTester2>(); lm = FindObjectOfType <LifeManager>(); turn = FindObjectOfType <TurnManager>(); isAbility = false; input = GetComponent <InputController>(); }
void Start() { Text = FindObjectOfType <HudManagerTest>(); turn = FindObjectOfType <TurnManager>(); tankP1 = FindObjectOfType <PositionTester>(); healerP1 = FindObjectOfType <PositionHealer>(); contSelectionP1 = 0; transform.position = grid.GetWorldPosition(x, y); gameObject.GetComponent <MeshRenderer>().enabled = false; }
// Use this for initialization void Start() { selection = FindObjectOfType <SelectionController>(); turn = FindObjectOfType <TurnManager>(); turn.isTurn = true; tankP1 = FindObjectOfType <PositionTester>(); utilityP1 = FindObjectOfType <PositionUtility>(); dealerP1 = FindObjectOfType <PositionDealer>(); healerP1 = FindObjectOfType <PositionHealer>(); }
// Use this for initialization void Start() { selectionP2 = FindObjectOfType <SelectControllerP2>(); tank = FindObjectOfType <PositionTester>(); tankP2 = FindObjectOfType <PositionTester2>(); healerP1 = FindObjectOfType <PositionHealer>(); lm = FindObjectOfType <LifeManager>(); turn = FindObjectOfType <TurnManager>(); isAttack = false; }
private void Start() { vibrato = 10; strength = 0.1f; tankP1 = FindObjectOfType <PositionTester>(); tankP2 = FindObjectOfType <PositionTester2>(); healerP1 = FindObjectOfType <PositionHealer>(); healerP2 = FindObjectOfType <PositionHealer2>(); utilityP1 = FindObjectOfType <PositionUtility>(); utilityP2 = FindObjectOfType <PositionUtility2>(); dealerP1 = FindObjectOfType <PositionDealer>(); dealerP2 = FindObjectOfType <PositionDealer2>(); }
// Use this for initialization void Start() { selection = FindObjectOfType <SelectionController>(); healerP1 = FindObjectOfType <PositionHealer>(); tank = FindObjectOfType <PositionTester>(); dealer = FindObjectOfType <PositionDealer>(); utility = FindObjectOfType <PositionUtility>(); lm = FindObjectOfType <LifeManager>(); turn = FindObjectOfType <TurnManager>(); isAbility = false; Counter = 2; CounterTurnA = 0; timerAutoHeal = 0f; }
// Use this for initialization void Start() { selectionP2 = FindObjectOfType <SelectControllerP2>(); tankP1 = FindObjectOfType <PositionTester>(); healerP1 = FindObjectOfType <PositionHealer>(); dealerP1 = FindObjectOfType <PositionDealer>(); utilityP1 = FindObjectOfType <PositionUtility>(); tankP2 = FindObjectOfType <PositionTester2>(); healerP2 = FindObjectOfType <PositionHealer2>(); lm = FindObjectOfType <LifeManager>(); turn = FindObjectOfType <TurnManager>(); isAttack = false; vibrato = 10; strength = 0.1f; }
// Use this for initialization void Start() { selection = FindObjectOfType <SelectionController>(); tank = FindObjectOfType <PositionTester>(); tankP2 = FindObjectOfType <PositionTester2>(); healerP2 = FindObjectOfType <PositionHealer2>(); utilityP2 = FindObjectOfType <PositionUtility2>(); dealerP2 = FindObjectOfType <PositionDealer2>(); lm = FindObjectOfType <LifeManager>(); turn = FindObjectOfType <TurnManager>(); isAbility = false; Counter = 2; CounterTurnA = 0; vibrato = 10; strength = 0.1f; }
void Start() { isTankUsable = true; isHealerUsable = true; isUtilityUsable = true; isDealerUsable = true; duration = 0.5f; dealerP1 = FindObjectOfType <PositionDealer>(); utilityP1 = FindObjectOfType <PositionUtility>(); Text = FindObjectOfType <HudManagerTest>(); turn = FindObjectOfType <TurnManager>(); tankP1 = FindObjectOfType <PositionTester>(); healerP1 = FindObjectOfType <PositionHealer>(); contSelectionP1 = 0; transform.position = grid.GetWorldPosition(x, y); gameObject.GetComponent <MeshRenderer>().enabled = false; selector.SetActive(false); inputPad = FindObjectOfType <InputTester>(); }