// Use this for initialization void Start() { Instance = this; m_bobble = new Bobble[row, col]; emptyPointPos = GameObject.Find("Empty Point").transform.position; topWall = GameObject.FindWithTag("TopWall"); // Initiate bobbles InitiLayer(); // Create bobbles ready to shoot Vector3 shotpos = GameObject.FindGameObjectWithTag("Player").transform.position; randBobble = bobbleStyle[Random.Range(0, layerMaxBallNum)]; m_shotball[0] = Instantiate(randBobble, shotpos, Quaternion.identity) as GameObject; shotpos = GameObject.Find("Point").transform.position; randBobble = bobbleStyle[Random.Range(0, layerMaxBallNum)]; m_shotball[1] = Instantiate(randBobble, shotpos, Quaternion.identity) as GameObject; }
// Use this for initialization void Start() { Instance = this; m_bobble = new bobble[row, col]; emptyPoint = GameObject.Find("Empty Point"); emptyPointPos = emptyPoint.transform.position; // Initiate bobbles Init(Config.initRow); // Create bobbles ready to shoot Vector3 shootPos = GameObject.FindGameObjectWithTag("Cannon").transform.position; randBobble = bobbleStyle[Random.Range(0, layerMaxBallNum)]; shootBobble[0] = Instantiate(randBobble, shootPos, Quaternion.identity) as GameObject; shootBobble[0].transform.parent = GameObject.Find("Moving Up").transform; Vector3 loadingPos = GameObject.Find("Loading").transform.position; randBobble = bobbleStyle[Random.Range(0, layerMaxBallNum)]; shootBobble[1] = Instantiate(randBobble, loadingPos, Quaternion.identity) as GameObject; shootBobble[1].transform.parent = GameObject.Find("Moving Up").transform; }