private void Start() { CountBreakableBlocks(); gameStatus = FindObjectOfType <GameStatus>(); spriteRenderer = GetComponent <SpriteRenderer>(); pickupHandler = GetComponent <PickupHandler>(); powerupHandler = FindObjectOfType <PowerupHandler>(); spriteRenderer.sprite = hitSprites[timesHit]; }
override protected void OnTriggerEnter2D(Collider2D collision) { Ship shipCollided = collision.GetComponent <Ship>(); PowerupHandler handler = shipCollided.GetComponent <PowerupHandler>(); if (shipCollided != null && handler != null) { handler.EnhancedShotOn(SHOT_DAMAGE, SHOT_SPEED); this.DestroyPowerUp(); } }
override protected void OnTriggerEnter2D(Collider2D collision) { Ship shipCollided = collision.GetComponent <Ship>(); PowerupHandler handler = shipCollided.GetComponentInChildren <PowerupHandler>(); if (shipCollided != null && handler != null) { handler.SpeedBoostOn(2f); this.DestroyPowerUp(); } }
void Awake() { ourCollider = GetComponent <Collider2D>(); ourCollider.enabled = false; LaunchSoul.SoulToBeLaunched += this.AcceptingCollision; LaunchSoul.SoulNotLaunching += this.NotAcceptingCollision; shatterParticles = GetComponentInChildren <ParticleSystem>(); powerupHandler = GetComponentInParent <PowerupHandler>(); Switch.SwitchEntered += this.ChangeIconToSwitchVersion; Switch.SwitchExited += this.ChangeIconToOffSwitchVersion; ourImage = GetComponent <Image>(); }
// Start is called before the first frame update void Start() { audioSource = GetComponent <AudioSource>(); rigidBody2D = GetComponent <Rigidbody2D>(); powerupHandler = FindObjectOfType <PowerupHandler>(); gameMode = FindObjectOfType <GameMode>(); paddle = gameMode.GetPaddle(); transform.position = paddle.transform.position + new Vector3(0.0f, 0.5f, 0.0f); paddleToBallVector = transform.position - paddle.transform.position; launchVelocity = new Vector2(xVelocity, yVelocity); launchSpeed = launchVelocity.magnitude; launchVelocity.Normalize(); if (gameMode.hasStarted) { rigidBody2D.velocity = launchVelocity * launchSpeed; } }
// Use this for initialization void Awake() { playerMovement = player.GetComponent<PlayerMovement>(); powerupHandler = player.GetComponent<PowerupHandler>(); }
// Use this for initialization void Awake() { playerMovement = player.GetComponent <PlayerMovement>(); powerupHandler = player.GetComponent <PowerupHandler>(); }
private void Start() { powerupHandler = GetComponentInParent <PowerupHandler>(); }
void Start() { powerupHandler = FindObjectOfType <PowerupHandler>(); }