// Use this for initialization void Start() { Cursor.visible = false; if (FindSkin = GameObject.Find("WhatSkin")) { Skin = FindSkin.GetComponent <WhatSkin>(); ChosenSkin = Skin.getSkin(); } spriteR = this.gameObject.GetComponent <SpriteRenderer>(); sprites = Resources.LoadAll <Sprite>(spriteNames); Time.timeScale = 1.0f; TimeToInvokeMenu = Time.time; MenuPlayerTransform = new Vector2(this.transform.position.x, this.transform.position.y); position = 0; }
// Use this for initialization void Start() { Cursor.visible = false; //Find WhatSkin if (FindSkin = GameObject.Find("WhatSkin")) { //Get the component and save it in Skin. Skin = FindSkin.GetComponent <WhatSkin>(); } Time.timeScale = 1.0f; TimeToInvokeMenu = Time.time; MenuPlayerTransform = new Vector2(this.transform.position.x, this.transform.position.y); position = 0; //Initialize ChosenSkin, the SpriteRenderer get the array of the sprites. ChosenSkin = 0; spriteR = this.gameObject.GetComponent <SpriteRenderer>(); //Resources.LoadAll<Sprites>(PathString) --> This line looks inside the folder Resources/PathString sprites = Resources.LoadAll <Sprite>(spriteNames); // --> So here we are looking through Resources/Skins }
// Use this for initialization void Start() { Cursor.visible = false; playerScale = transform.localScale; // sets our default values for isLight and isRight; isLight = true; isRight = true; // get our rigid body component rb = GetComponent <Rigidbody2D>(); //Find the camera camera = FindObjectOfType <LightDark>(); // get our audio source AudioSource = GetComponent <AudioSource>(); direction = 1; //get our sprite renderer playerSprite = gameObject.GetComponent <SpriteRenderer>(); if (FindSkin = GameObject.Find("WhatSkin")) { Skin = FindSkin.GetComponent <WhatSkin>(); ChosenSkin = Skin.getSkin(); } sprites = Resources.LoadAll <Sprite>(spriteNames); switch (ChosenSkin) { case 1: playerSprite.sprite = sprites[2]; break; case 2: playerSprite.sprite = sprites[1]; break; case 3: playerSprite.sprite = sprites[0]; break; } }