// Use this for initialization void Start() { gameController = GameObject.Find ("GameScripts").GetComponent<Game> (); Lives.ship = this; col = this.GetComponent<PolygonCollider2D> (); mesh = this.GetComponent<MeshRenderer> (); }
// Use this for initialization void Start() { button = this.gameObject; gameController = GameObject.Find ("GameScripts").GetComponent<Game> (); RestartToggle (false); }
void Start() { gameController = GameObject.Find ("GameScripts").GetComponent<Game> (); gameController.guiController = this; }
// Use this for initialization void Start() { //Set the Gui guiController = GameObject.Find ("GameScripts").GetComponent<GuiController> (); gameController = GameObject.Find ("GameScripts").GetComponent<Game> (); //check the type Type_Check (); //if its not a large, register it if (rockType != "L") { if (Application.loadedLevel == 1) gameController.asteroids++; } // initialize random direction, speed and rotation rotationSpeed = Random.Range (30, 80); movementSpeed = Random.Range (30, 80); // set the direction based on the type of rock if(rockType == "L") { direction = new Vector2 (Random.Range (-1f, 1f), Random.Range (-1f, 1f)); } //set the velocity this.rigidbody2D.velocity = ((direction*movementSpeed) * Time.deltaTime); //set the rotation this.rigidbody2D.AddTorque(rotationSpeed * Time.deltaTime); }