void setScripts() //remember to update this every time a new narrative script is created. { if (GetComponent <NarrativeScript1>() != null) { ns1 = GetComponent <NarrativeScript1>(); } }
private IEnumerator plateMoveInst; // Keeps track of the current instance of the moving burger plate coroutine; allows us to stop the previous one and create a new one so that they don't fight each other over where the plate should be. void Start() { infoTextSlot.text = ""; // Empty our info panel immediately. backHome = true; ns1 = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <NarrativeScript1>(); if (!burgerSpawner) { burgerSpawner = GameObject.FindGameObjectWithTag("BurgerSpawner"); } bci = burgerSpawner.GetComponent <BurgerComponentInstantiator>(); bci.actSelect = this; Player = GameObject.FindGameObjectWithTag("BattlePlayer"); uiAnim = combatUI.GetComponent <Animator>(); // At start, we also want to turn off all the Combo and Item icons and their text and outlines. ToggleText(comboHolder, false, true); ToggleText(itemHolder, false, false); StartCoroutine(StartStuff()); enemyReset = true; //isReady = true; //BCI = GameObject.FindGameObjectWithTag("BurgerSpawner"); }
public bool canAdvance = true; //true when you can advance text void Start() //note that the Narrative Script and each sub-script are intended to be on the same object. Other scripts currently reference MainCamera, so use that. { ns1 = GetComponent <NarrativeScript1>(); CheckEvent(); StartCoroutine(combatUIOn()); ClearText(); }