void Start() { //Finding the gameobject with the tag Player and getting its script(component, ThirdPersonLogic). Sanzus = GameObject.FindGameObjectWithTag ("Player").GetComponent<ThirdPersonLogic>(); //Storing the urnPosition as the holder's position. itemDropPosition = transform.position; //Increaing the Y position so the itemDrop doesn't sink into the ground. itemDropPosition.y += 0.5f; }
private Vector3 itemDropPosition; //Position where the item will drop. void Start() { //Finding the gameobject with the tag Player and getting its script(component, ThirdPersonLogic). Sanzus = GameObject.FindGameObjectWithTag("Player").GetComponent <ThirdPersonLogic>(); //Storing the urnPosition as the holder's position. itemDropPosition = transform.position; //Increaing the Y position so the itemDrop doesn't sink into the ground. itemDropPosition.y += 0.5f; }
void Start() { //Find the gameObject with the tag Player and storing its component(Script, ThirdPersonLogic) as Sanzus. Sanzus = GameObject.FindGameObjectWithTag ("Player").GetComponent<ThirdPersonLogic> (); //Get the particle system of the script Holder(Crate/Box) particleSystem = gameObject.GetComponentInChildren<ParticleSystem>(); //Stop the particle system from playing. particleSystem.Stop(); //Setting the boxHealh. boxHealth = 4; //Settng thte itemDropPosition at the script Holder's position. itemDropPosition = transform.position; //Increasing the Y-axis value so the item doesn't sink into the ground. itemDropPosition.y += 0.5f; }
void Start() { //Find the gameObject with the tag Player and storing its component(Script, ThirdPersonLogic) as Sanzus. Sanzus = GameObject.FindGameObjectWithTag("Player").GetComponent <ThirdPersonLogic> (); //Get the particle system of the script Holder(Crate/Box) particleSystem = gameObject.GetComponentInChildren <ParticleSystem>(); //Stop the particle system from playing. particleSystem.Stop(); //Setting the boxHealh. boxHealth = 4; //Settng thte itemDropPosition at the script Holder's position. itemDropPosition = transform.position; //Increasing the Y-axis value so the item doesn't sink into the ground. itemDropPosition.y += 0.5f; }