// Use this for initialization void Start() { GameObject data_object = GameObject.FindGameObjectWithTag("Data"); ds = data_object.GetComponent <Data_Script>(); max_interact_reach = ds.max_interact_reach; rb = GetComponent <Rigidbody2D>(); cam = Camera.main; death_text.enabled = false; }
Random.State world_rand_state; // Stores the randomizer state when finishing generating a level. This stops the random movement of the enemies from affecting the world gen in later levels // Use this for initialization void Start() { GameObject data_object = GameObject.FindGameObjectWithTag("Data"); ds = data_object.GetComponent <Data_Script>(); world_size = ds.world_size; world_type = ds.world_gen_type; Random.InitState(ds.world_seed); world_rand_state = Random.state; do_regeneration = true; cc2d = dungeon_walls.GetComponent <CompositeCollider2D>(); }
// Use this for initialization void Start() { ds = GameObject.FindGameObjectWithTag("Data").GetComponent <Data_Script>(); player_score_text.text = "Your score: " + ds.gold_amount.ToString(); submit_button.onClick.AddListener(() => Add_Highscore()); menu_button.onClick.AddListener(() => Return_To_Menu()); for (int i = 0; i < num_of_scores; i++) { scores score_to_add = new scores(); score_to_add.name = "---"; score_to_add.gold = 0; highscore.Add(score_to_add); } Update_Scores(); }
// Use this for initialization void Start() { if (!(GameObject.FindGameObjectWithTag("Data"))) { Instantiate(data_obj); } ds = GameObject.FindGameObjectWithTag("Data").GetComponent <Data_Script>(); seed_text.text = UnityEngine.Random.Range(0, 9999999).ToString(); world_type_display_string_default = options_text_strings[1]; options_text_strings[1] = world_type_display_string_default + ": " + world_gen_presets[selected_world_type_id].name; reach_type_display_string_default = options_text_strings[2]; options_text_strings[2] = reach_type_display_string_default + ": " + reach_presets[selected_reach_type_id].name; ds.world_size = world_gen_presets[selected_world_type_id].size; ds.world_gen_type = world_gen_presets[selected_world_type_id].world_gen_type; ds.max_interact_reach = reach_presets[selected_reach_type_id].reach; for (int i = 0; i < menu.Length; i++) { int index = i; menu[i].button.onClick.AddListener(() => Activate_Option(index, 0)); } for (int i = 0; i < options_menu.Length; i++) { int index = i; options_menu[i].button.onClick.AddListener(() => Activate_Option(index, 1)); } default_menu_pos = menu[0].button.transform.position; move_menu_to_pos = default_menu_pos; }