// Start is called before the first frame update void Start() { renderer.enabled = false; health = max_health; holder = GameObject.FindGameObjectWithTag("Player").transform.GetChild(0).GetComponentInChildren <Hold_Object>(); tm = GameObject.FindGameObjectWithTag("Timeline_Manager").GetComponent <Timeline_Manager>(); renderer.enabled = false; foreach (var textmesh in countdown_text) { textmesh.enabled = false; } //Collider[] found_objs = Physics.OverlapSphere(transform.position, 3.0f); //foreach (Collider collider in found_objs) //{ // if (door_activation == null) // { // door_activation = collider.gameObject.GetComponentInChildren<Door_Activation>(); // } //} }
// Start is called before the first frame update void Start() { renderer.enabled = false; health = max_health; holder = GameObject.FindGameObjectWithTag("Player").transform.GetChild(0).GetComponentInChildren <Hold_Object>(); tm = GameObject.FindGameObjectWithTag("Timeline_Manager").GetComponent <Timeline_Manager>(); col = GetComponent <Collider>(); col.enabled = false; }
// Update is called once per frame void Update() { if (pl.object_holding_this != null) { object_holder = pl.object_holding_this.GetComponent <Hold_Object>(); object_holder.is_holding = false; object_holder.grabbed_item = null; object_holder.grabbed_item_obj = null; // Activate Action switch (tag) { case "Time_Device": { Add_Time_Jump(); break; } } Destroy(gameObject); } }