public void Init(bool started) { active = new List <GameObject>(); GameObject go; go = Instantiate(zombie) as GameObject; go.transform.position = new Vector3(7.63f, 0, -10.55f); go.transform.SetParent(transform); go.transform.tag = "Zombie"; active.Add(go); paused = false; gs = GameObject.FindGameObjectWithTag("Canvas").GetComponent <GameStart>(); control = GameObject.FindGameObjectWithTag("Zombie").GetComponent <CharacterController>(); mobsource.Play(); mobsource.volume = 0.05f; pause.onClick.AddListener(TaskOnClickPause); //GameOverImage = GameObject.Find("GameOverImage").GetComponent<GameObject>(); score = 0; heartcount = 3; dead = false; runspeed = fixedrunspeed; totalspeed = fixedrunspeed; canvas = GameObject.FindGameObjectWithTag("Canvas").transform; activeHearts = new List <GameObject>(); for (int i = 0; i < 3; i++) { go = Instantiate(hearts[i]) as GameObject; go.transform.position = new Vector3(153 + (i * 90), -57, 0); go.transform.SetParent(canvas, false); activeHearts.Add(go); } cc = GameObject.FindGameObjectWithTag("Zombie").GetComponent <CollisionControl>(); cc.Init(true); begin = true; }
private void Awake() { regen = 0f; regenerating = false; sprite = GetComponent <SpriteRenderer>(); outline = transform.GetChild(0).GetComponent <SpriteRenderer>(); collisionControl = GetComponent <CollisionControl>(); health = GetComponent <Health>(); }
internal void Awake() { rigidbody2D = GetComponent <Rigidbody2D>(); collisionControl = GetComponent <CollisionControl>(); spriteRenderer = GetComponent <SpriteRenderer>(); spriteRenderers = new List <SpriteRenderer>(); spriteRenderers.AddRange(GetComponentsInChildren <SpriteRenderer>().ToList()); }
// Start is called before the first frame update void Start() { rigidbody2D = GetComponent <Rigidbody2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); collisionControl = GetComponent <CollisionControl>(); rigidbody2D.velocity = transform.right * 50f; dead = false; originDir = transform.rotation.eulerAngles.z; origin = transform.position; destination = transform.position + (transform.right * distance); }
private void Awake() { jumping = false; lastJumpFrameTime = 0f; jumpLocationY = 0f; canJumpHold = true; landable = false; wallGrabbing = false; wallGrabPlatform = new Vector3(); canWallGrab = true; wallJumpRestrict = false; /* stops movement after jumping off wall */ damaged = false; playerShooting = GetComponent <PlayerShooting>(); wallGrabLimits = new List <Coroutine>(); health = GetComponent <Health>(); graphics = transform.GetChild(0); collisionControl = GetComponent <CollisionControl>(); rigidbody2D = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); }
void Awake() { _instance = this; }
// Start is called before the first frame update void Start() { CollisionControl = FindObjectOfType <CollisionControl>(); sphere = FindObjectOfType <SphereMovement>(); }