void Start() { animator = GetComponent <Animator>(); loseCollider = GameObject.FindObjectOfType <LoseCollider>(); levelManager = GameObject.FindObjectOfType <LevelManager>(); isGameWon = false; }
// Start is called before the first frame update void Start() { loseCollider = FindObjectOfType <LoseCollider>(); if (GameObject.FindGameObjectsWithTag("Ball").Length <= 1) { paddleToBalVector = transform.position - paddle1.transform.position; } myAudioSource = GetComponent <AudioSource>(); myRigidbody2D = GetComponent <Rigidbody2D>(); }
// Use this for initialization void Start() { loseCollider = GameObject.FindObjectOfType <LoseCollider>(); isBreakable = (this.tag == "Breakable"); if (isBreakable) { breakableCount++; } timesHit = 0; gm = GameObject.FindObjectOfType <GM>(); }
void Start() { spawner = FindObjectOfType <Spawner>(); slider = GetComponent <Slider>(); audioSource = GetComponent <AudioSource>(); levelManager = FindObjectOfType <LevelManager>(); loseCollider = FindObjectOfType <LoseCollider>(); winLabel = GameObject.Find("Win Label"); winLabel.transform.localScale = new Vector3(0, 0); winLabel.SetActive(false); SetWinTimer(); }
void Start() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } shootRenderer = GameObject.FindGameObjectWithTag("ShootSpot"); srr = shootRenderer.GetComponent <ShootSpotRenderer>(); }
// Start is called before the first frame update void Start() { // find references gameKeeper = FindObjectOfType <GameKeeper>(); loseCollider = FindObjectOfType <LoseCollider>(); ball = FindObjectOfType <Ball>(); paddle = FindObjectOfType <PaddleController>(); // initialize power up object[] powerUps = Resources.LoadAll("Power-Ups", typeof(Sprite)); int maxSpriteIndex = (gameKeeper.level < 5) ? 3 : (gameKeeper.level < 10) ? 8 : powerUps.Length; gameObject.GetComponent <SpriteRenderer>().sprite = (Sprite)powerUps[Random.Range(0, maxSpriteIndex)]; gameObject.GetComponent <Rigidbody2D>().velocity = new Vector2(0, -2f); }
void Start() { lose = FindObjectOfType <LoseCollider>(); gameStatus = FindObjectOfType <GameStatus>(); }
// Use this for initialization void Start() { loseCollider = GameObject.FindObjectOfType <LoseCollider>(); loseCollider.Reset(); }
// Start is called before the first frame update void Start() { nextPos = startPos.position; loseCollider = FindObjectOfType <LoseCollider>(); }