/// <summary> /// Finds all as spawn tagged objects and fills the molecule queue of the attached collector with molecules /// for the start. /// </summary> void Start() { collector = GetComponent <CoolingCollectorScript>(); moleculeManager = GameObject.Find("CoolingGameManager").GetComponent <CoolingMoleculeManager>(); // Find all as spawn tagged objects spawnPositions = ExtensionMethods.FindComponentsInChildrenWithTag <Component>(gameObject, "Cooling.Spawn"); if (collector && prefabObject && waypoints.Length > 0) { for (int i = 0; i < 10; i++) { CWater clone = Instantiate(prefabObject); // Wapoint doesnt matter, gets overwritten later, and index 0 is always available clone.waypoint = waypoints[0]; moleculeManager.AddMoleculeToList(clone); clone.gameObject.SetActive(false); collector.moleculeQueue.Enqueue(clone); } } if (spawnPositions.Length > 1) { singlespawn = false; } }
void Start() { MAXCOUNTMOLECULES = 200; spawnScript = GetComponent <CoolingSpawnScript>(); gameManager = GameObject.Find("CoolingGameManager").GetComponent <CoolingMoleculeManager>(); lamps = ExtensionMethods.FindComponentsInChildrenWithTag <Renderer>(gameObject, "Cooling.Lamp"); }
void Start() { particleSystem = GetComponent <ParticleSystem>(); moleculeManager = GameObject.Find("CoolingGameManager").GetComponent <CoolingMoleculeManager>(); // Set random rotation on x axis for particle system Vector3 rotation = new Vector3(Random.Range(-200, 20), 0, 0); var shape = particleSystem.shape; shape.rotation = rotation; }
void Start() { animator = GetComponent <Animator>(); GameObject manager = GameObject.Find("CoolingGameManager"); moleculeManager = manager.GetComponent <CoolingMoleculeManager>(); powerManager = manager.GetComponent <CoolingPowerManager>(); // Initialize starting state animator.SetFloat("animSpeed", 0.6f); lamps[0].GetComponent <Renderer>().material.SetColor("_EmissionColor", Color.green); lamps[1].GetComponent <Renderer>().material.SetColor("_EmissionColor", Color.green); powerLevel = 2; powerConsume = powerLevel * 30; powerManager.UpdatePowerConsume('P', powerConsume); }