public override void Start() { base.Start(); //grabs Sun ref bed = GameObject.FindGameObjectWithTag("Bed"); sleepScript = bed.GetComponent <Bed>(); //Inventory Manager reference inventMan = GetComponent <inventoryMan>(); inventMan.isSingle = false; inventMan.interactable = true; //Random decompDay decompositionDay = Random.Range(decompositionDaysMin, decompositionDaysMax); //TerrainGridSystem Reference tgs = TerrainGridSystem.instance; gameObject.name = "seed" + plant.name; invent = playerControl.gameObject.GetComponent <Inventory>(); StartCoroutine(Decompose()); }
public override void Start() { base.Start(); //grabs Sun ref sun = GameObject.FindGameObjectWithTag("Sun"); sunScript = sun.GetComponent <Sun>(); //randomizes fullyGrown float randomAdd = Random.Range(-0.1f, 0.1f); fullyGrownXScale += randomAdd; //Random decompDay decompositionDay = Random.Range(decompositionDaysMin, decompositionDaysMax); //Inventory Manager reference inventMan = GetComponent <inventoryMan>(); inventMan.isSingle = false; inventMan.interactable = false; interactable = false; gameObject.name = "fruit" + seed.name; //Grabs rigidbody and sets to kinematic rb = GetComponent <Rigidbody>(); rb.isKinematic = true; //TerrainGridSystem ref tgs = TerrainGridSystem.instance; }
void Start() { //TerrainGridSystem reference tgs = TerrainGridSystem.instance; _player = GameObject.FindWithTag("Player"); inventMan = GetComponent <inventoryMan>(); worldMan = GameObject.FindGameObjectWithTag("WorldManager").GetComponent <WorldManager>(); }
void Start() { _player = GameObject.FindGameObjectWithTag("Player"); fpc = _player.GetComponent <FirstPersonController>(); soundBoard = Camera.main.GetComponent <AudioSource>(); //grabs Sun ref bed = GameObject.FindGameObjectWithTag("Bed"); sleepScript = bed.GetComponent <Bed>(); //Random decompDay //decompositionDay = Random.Range(decompositionDaysMin, decompositionDaysMax); //TerrainGridSystem Reference tgs = TerrainGridSystem.instance; gameObject.name = "seed" + plant.name; inventMan = GetComponent <inventoryMan>(); invent = _player.GetComponent <Inventory>(); //StartCoroutine(Decompose()); }