void Awake() { masterLogic ml = GameObject.Find("Master").GetComponent <masterLogic>(); //Initilizing the projectile's behavior and color GameObject cs = ml.colorSphere; this.GetComponent <Renderer>().material.color = cs.GetComponent <Renderer>().material.color; if (this.GetComponent <Renderer>().material.color == Color.red) { myColor = 1; } if (this.GetComponent <Renderer>().material.color == Color.yellow) { myColor = 2; } if (this.GetComponent <Renderer>().material.color == Color.blue) { myColor = 3; } //Apply all the neccesary modifications to Master ml.balls -= 1; ml.color = ml.colorNext; ml.colorNext = Random.Range(1, 4); }
void Awake() { //Level Generation //Gets information from Master after it loads the game information to control how tall the level is. masterLogic ml = GameObject.Find("Master").GetComponent <masterLogic>(); layerAdd = ml.layerAdd; float angle = 360f / (float)pieces; for (int layers = 1; layers < 16 + layerAdd; layers++) { float angleOffset = (layers % 2) * 0.5f * angle; for (int i = 0; i < pieces; i++) { Quaternion rotation = Quaternion.AngleAxis(i * angle + angleOffset, Vector3.up); Vector3 direction = rotation * Vector3.forward; Vector3 position = center + (direction * radius); GameObject go = (GameObject)Instantiate(cylinder, position, rotation); go.GetComponent <cylinderBehavior>().myLayer = layers; } center.y += .6f; } }
void Start() { Vector3 a = transform.eulerAngles; x = a.y; tempX = a.y; y = a.x; ml = GameObject.Find("Master").GetComponent <masterLogic>(); }
private void Start() { rbody = GetComponent <Rigidbody>(); initialPos = transform.position; fallen = false; ml = GameObject.Find("Master").GetComponent <masterLogic>(); if (myLayer <= ml.topLayer - 8) { rbody.isKinematic = true; } }