void Start() { TC = canvasMain.GetComponent <TimeCheck>(); IS = canvasMain.GetComponent <ItemSpawning>(); FileStream f = new FileStream("Restart.dat", FileMode.OpenOrCreate, FileAccess.Read); StreamReader reader = new StreamReader(f, System.Text.Encoding.Unicode); string str = reader.ReadLine(); reader.Close(); f.Close(); if (str != null && str.Equals("true")) { canvasStart.enabled = false; canvasMain.enabled = true; canvasEnd.enabled = false; for (int i = 0; i < TC.PosNum; i++) { GameObject Temp = Instantiate(TC.NNPC, TC.Position[i].transform.position, Quaternion.identity); } for (int i = 0; i < 8; i++) { IS.CreateItem(); } } else { canvasStart.enabled = true; canvasMain.enabled = false; canvasEnd.enabled = false; } }
void Start() { IS = canvasMain.GetComponent <ItemSpawning>(); TC = canvasMain.GetComponent <TimeCheck>(); //canvasStart.enabled = true; //canvasMain.enabled = false; //canvasEnd.enabled = false; }
// Use this for initialization void Start() { itemManagerScript = itemManager.GetComponent <ItemSpawning>(); trashToBeMade = itemManagerScript.trashToSpawn; postProcessorScript = postProcessor.GetComponent <PostProcessVolume>(); timeManagerScript = timeObject.GetComponent <TimeManager>(); }
void Start() { yeetProgress = 0.0f; yeetPoints = new Vector3[3]; itemManager = GameObject.FindGameObjectWithTag("ItemManager"); itemSpawnScript = itemManager.GetComponent <ItemSpawning>(); fallSpeed = itemSpawnScript.fallSpeed; myRB = GetComponent <Rigidbody>(); }
// Update is called once per frame void Update() { if (drillProgress < drillTime) { drillProgress += Time.deltaTime; } if (drillProgress >= drillTime) { drillProgress = 0; ItemSpawning.Spawn(new Item(drops[(int)Mathf.Floor(Random.Range(0, drops.Length))], dropAmount), transform.position + itemOffset); if (drillEffect != null) { Instantiate(drillEffect, transform.position + itemOffset, Quaternion.identity); } } }
void OnTriggerEnter2D(Collider2D col) { if (!requirementsMet) { return; } Block b = col.GetComponent <Block>(); if (b) { if (b.fluid) { ItemSpawning.Spawn(new Item(b.DropItem, b.dropAmount), transform.position + (Vector3)offset); Destroy(b.gameObject); } } }
// Update is called once per frame void Update() { int i = 0; bool b = false; foreach (Item item in storedItems) { if (item.amount >= recipe.input[i].amount) { b = true; } else { b = false; } i++; } if (b) { if (smeltProgress < recipe.craftDuration) { smeltProgress += Time.deltaTime * smelterTier; } if (smeltProgress >= recipe.craftDuration) { ItemSpawning.Spawn(recipe.output, transform.position + spawnedItemOffset); smeltProgress = 0; int i2 = 0; foreach (Item item in storedItems) { item.amount -= recipe.input[i2].amount; i2++; } } } }