// Use this for initialization void Start() { enable_control = false; g = null; pp = null; checkForControl(); }
void checkForControl() { pp = GameObject.Find("Mathius").GetComponent("PaulPlayer") as PaulPlayer; g = GameObject.Find("Gun").GetComponent("Gun") as Gun; if(pp==null || g == null) enable_control = false; else enable_control = true; }
private void OnSceneLoaded(Scene aScene, LoadSceneMode aMode) { //all of what you see here is to find the game objects needed for the game to function properly on scene load //things like the player and the shop and ability manager are all found here without the need to drag and drop #region Gets Reference to AbilityManager if (GameObject.FindGameObjectWithTag("AbilityManager") == null) { Debug.Log("AbilityManager does not exists"); } else { aManager = GameObject.FindGameObjectWithTag("AbilityManager").GetComponent <AbilityManager>(); Debug.Log("AbilityManager does exists"); } #endregion #region Checks for shop in each loaded scene if (GameObject.FindGameObjectWithTag("Shop") == null) { Debug.Log("Shop does not exists"); return; } else { Debug.Log("Shop was found"); shop = GameObject.FindGameObjectWithTag("Shop"); shop.SetActive(false); } #endregion #region Looks for player in loaded scene if (GameObject.FindGameObjectWithTag("Player") == null) { Debug.Log("Player not found in scene"); } else { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PaulPlayer>(); } #endregion }