// Use this for initialization void Start() { _stone = FindObjectOfType <StoneScript>(); _wood = FindObjectOfType <WoodScript>(); anim = GetComponent <Animator>(); // _gold = FindObjectOfType<GoldScript>(); }
void SetFirstPositions(WoodScript previousWood, WoodScript currentWood) { // this piece of code will set the current wood's position according to previous wood's position currentWood.transform.position = new Vector2(previousWood.transform.position.x, previousWood.GetComponent <SpriteRenderer>().bounds.max.y + currentWood.GetComponent <SpriteRenderer>().bounds.extents.y); }
WoodScript GetObjectFromNonActiveWoods() { _randomizer = Random.Range(0, _deactiveWoods.Count); WoodScript tempWood = _deactiveWoods[_randomizer]; _deactiveWoods.Remove(_deactiveWoods[_randomizer]); return(tempWood); }
// Use this for initialization void Start() { changeCursor = GetComponent <ChangeCursor>(); m_Tower01.onClick.AddListener(OnClickTower01); m_Tower02.onClick.AddListener(OnClickTower02); m_Tower03.onClick.AddListener(OnClickTower03); _stone = FindObjectOfType <StoneScript>(); _wood = FindObjectOfType <WoodScript>(); //_gold = FindObjectOfType<GoldScript>(); }
// Use this for initialization void Start() { _sm = FindObjectOfType <SoundManager>(); _world = FindObjectOfType <World>(); _score = FindObjectOfType <ScoreScript>(); curHealth = health; _lockOn = FindObjectOfType <Lock_On>(); _targeted = FindObjectOfType <IsTargeted>(); _wood = FindObjectOfType <WoodScript>(); _stone = FindObjectOfType <StoneScript>(); if (_score.scoreValue > 10) { health = (health * 2); if (_score.scoreValue > 20) { health = (health + 40); if (_score.scoreValue > 50) { health = (health * 2); } } } }
void Awake() { Instance = this; IsSliding = false; }
// Use this for initialization void Start() { _stone = FindObjectOfType <StoneScript>(); _wood = FindObjectOfType <WoodScript>(); // _gold = FindObjectOfType<GoldScript>(); }
void SetExactPositions(GameObject targetNode, WoodScript currentWood) { currentWood.gameObject.transform.position = targetNode.transform.position; }