private int count; // The number of colliders present that should open the doors. void Awake() { // Setting up the references. anim = GetComponent <Animator>(); hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent <DoneHashIDs>(); player = GameObject.FindGameObjectWithTag(DoneTags.player); playerInventory = player.GetComponent <DonePlayerInventory>(); }
private int count; // The number of colliders present that should open the doors. void Awake () { // Setting up the references. anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>(); player = GameObject.FindGameObjectWithTag(DoneTags.player); playerInventory = player.GetComponent<DonePlayerInventory>(); }
private DonePlayerInventory playerInventory; // Reference to the player's inventory. void Awake () { // Setting up the references. player = GameObject.FindGameObjectWithTag(DoneTags.player); playerInventory = player.GetComponent<DonePlayerInventory>(); if (CPLiveAssets.hasKeyCard()) { playerInventory.hasKey = true; } }
private DonePlayerInventory playerInventory; // Reference to the player's inventory. #endregion Fields #region Methods void Awake() { // Setting up the references. player = GameObject.FindGameObjectWithTag(DoneTags.player); playerInventory = player.GetComponent<DonePlayerInventory>(); }
private DonePlayerInventory playerInventory; // Reference to the player's inventory. void Awake() { // Setting up the references. player = GameObject.FindGameObjectWithTag(DoneTags.player); playerInventory = player.GetComponent <DonePlayerInventory>(); }