//get access to my ball object, because I need THAT instance of the GameOverTrigger. //Otherwise, it might always think that lives = 3. Afterall, I can //attach the script to multiple things. If I have access to the COPY of the script //that is on my player, I will have access to the player's current lives. In theory. //The same principle I think applies to the LoadLastScene. However I don't need access to the //ball for that. What I need access to is my blank GameObject that has the script, with the //previous scene name recorded. //Still find out how to access scripts for future reference from Castalia. void Start() { player = Object.FindObjectOfType <LoadLastScene>(); gameOverTrigger = Object.FindObjectOfType <LiveTracker>(); if (gameOverTrigger.lives < 0) { GetComponent <Image>().color = Color.black; //change button color } }
//get access to my ball object, because I need THAT instance of the GameOverTrigger. //Otherwise, it might always think that lives = 3. Afterall, I can //attach the script to multiple things. If I have access to the COPY of the script //that is on my player, I will have access to the player's current lives. In theory. //The same principle I think applies to the LoadLastScene. However I don't need access to the //ball for that. What I need access to is my blank GameObject that has the script, with the //previous scene name recorded. //Still find out how to access scripts for future reference from Castalia. void Start() { player = Object.FindObjectOfType<LoadLastScene>(); gameOverTrigger = Object.FindObjectOfType<LiveTracker>(); if (gameOverTrigger.lives < 0) { GetComponent<Image>().color = Color.black; //change button color } }