// Use this for initialization void Start() { Camera thisCamera = GameObject.Find(gameObject.name).GetComponent <Camera>(); GameObject EventSystem = GameObject.Find("EventSystem"); cameraChanger cameraChanger = EventSystem.GetComponent <cameraChanger>(); cameraChanger.cameraList.Add(thisCamera); }
//setup void Awake() { myCamFocus = GameObject.Find ("Camera Focus").transform; focusControls = myCamFocus.GetComponent<cameraFocusControls> (); camFocusLocation = myCamFocus.position; inventory = GetComponent<PlayerInventory> (); if (GetComponent<playerIslandGrow> () != null) { islandGrower = GetComponent<playerIslandGrow> (); } camChange = GetComponent<cameraChanger> (); anim = GetComponent<Animator> (); rb = GetComponent<Rigidbody> (); //create single floorcheck in centre of object, if none are assigned if(!floorChecks) { floorChecks = new GameObject().transform; floorChecks.name = "FloorChecks"; floorChecks.parent = transform; floorChecks.position = transform.position; GameObject check = new GameObject(); check.name = "Check1"; check.transform.parent = floorChecks; check.transform.position = transform.position; Debug.LogWarning("No 'floorChecks' assigned to PlayerMove script, so a single floorcheck has been created", floorChecks); } //assign player tag if not already if(tag != "Player") { tag = "Player"; Debug.LogWarning ("PlayerMove script assigned to object without the tag 'Player', tag has been assigned automatically", transform); } //usual setup mainCam = GameObject.FindGameObjectWithTag("MainCamera").transform; dealDamage = GetComponent<DealDamage>(); characterMotor = GetComponent<CharacterMotor2>(); //gets child objects of floorcheckers, and puts them in an array //later these are used to raycast downward and see if we are on the ground floorCheckers = new Transform[floorChecks.childCount]; for (int i=0; i < floorCheckers.Length; i++) floorCheckers[i] = floorChecks.GetChild(i); }