// Start is called before the first frame update void Start() { playerModifiers = playerModifiersGameObject.GetComponent <PlayerModifiers>(); foreach (GameObject LaserGun in laserGuns) { playerLaserGuns.Add(LaserGun.GetComponent <LaserGun>()); laserGunTemplate = LaserGun.GetComponent <LaserGun>(); } playerFirestormX = firestormX.GetComponent <FirestormX>(); playerRenderer = GetComponent <SpriteRenderer>(); energyStatusBar = EnergyBar.GetComponent <UIStatusBar>(); firestormXStatusBar = FirestormXBar.GetComponent <UIStatusBar>(); playerStatus = playerStatusGameObject.GetComponent <PlayerStatus>(); upgradesDisplay = upgradesIcons.GetComponent <UIDisplayUpgrades>(); deathSound = deathSoundObject.GetComponent <AudioSource>(); newPositionDirection = 1; duplicateCount = 1; spawnCount = 0; constantNewPositionDifference = playerModifiers.newPositionDifference; pointsDisplay = pointsUI.GetComponent <UIDisplayNumbers>(); PlayerCollision.onEnemyHit += substractEnergy; PlayerCollision.onEnemyHit += RemoveUpgrades; PlayerCollision.onEnergyCollected = RecoverEnergy; PlayerCollision.onRocketCollected = addCannon; GameManager.onRoundEnd += disableUI; GameManager.onRoundEnd += disableCollision; GameManager.onRoundEnd += disableGuns; }
// Start is called before the first frame update private void Start() { Cursor.visible = false; squadSpawner = squadSpawnerGameObject.GetComponent <SquadSpawner>(); squadSpawner.addSquadToLevelSquads(); for (int i = 0; i < enemySquads.Length; i++) { enemySquads[i].GetComponent <Enemy>().deActivateWaypoint(); for (int f = 0; f < enemySquads[i].GetComponent <Enemy>().squadMembers.Count; f++) { enemySquads[i].GetComponent <Enemy>().squadMembers[f].GetComponent <Enemy>().onEnemyDeath += deleteEnemyFromSquad; enemySquads[i].GetComponent <Enemy>().squadMembers[f].GetComponent <Enemy>().onEnemyDestroyed += deleteEnemyFromSquad; enemySquads[i].GetComponent <Enemy>().squadMembers[f].GetComponent <Enemy>().onEnemyDeath += addPointsToPlayer; } enemySquads[i].SetActive(false); } playerController = player.GetComponent <PlayerController>(); distanceText = distanceTextGameObject.GetComponent <UIDisplayNumbers>(); roundEndMessage = roundEndUI.GetComponent <UIRoundEnd>(); startRoundAnimator = startRoundCanvas.GetComponent <Animator>(); endRoundAnimator = endRoundCanvas.GetComponent <Animator>(); saveLevelName = SaveLastLevel.Get(); PlayerController.onPlayerDeath += roundEnd; PlayerController.onPlayerDeath += playerIsDead; currentSquadsOnScreen = 2; for (int i = 0; i < enemySquads.Length; i++) { if (enemySquads[i] != null && currentSquadsOnScreen < maxSquadsOnScreen) { enemySquads[i].SetActive(true); enemySquads[i].GetComponent <Enemy>().activateWaypoint(); currentSquadsOnScreen++; } } }