void Start() { BulletColor bcollor = GetComponent <BulletColor>(); bcollor.SetColor(RhythmMovement.PlayerColor(photonView.owner.ID)); rigidbody.velocity = transform.forward * bulletSpeed; }
void Start() { BulletColor bcollor = GetComponent <BulletColor>(); bcollor.SetColor(RhythmMovement.PlayerColor(photonView.owner.ID)); rigidbody.velocity = transform.forward * bulletSpeed; initialBeatTime = MusicBeat.BeatTime; lastBeat = MusicBeat.BeatTime; }
void Start() { Color c = RhythmMovement.PlayerColor(photonView.owner.ID); Transform particles = transform.GetChild(0); particles.renderer.material.SetColor("_TintColor", c); renderer.material.color = c; light.color = c; initialBeatTime = MusicBeat.BeatTime; lastBeat = MusicBeat.BeatTime; }
// Start is called before the first frame update public virtual void Start() { playerMovement = GameObject.FindWithTag("Player").GetComponent <PlayerMovement>(); rhythmMovement = GameObject.FindWithTag("Player").GetComponent <RhythmMovement>(); player_rb = GameObject.FindWithTag("Player").GetComponent <Rigidbody2D>(); input = GameObject.FindWithTag("Player").GetComponent <PlayerInput>(); this.transitionPanel.SetActive(true); // gets transition panel activated UpdateSpeeds(); ResultsManager.init(); // initializes results of current game, which has just started }
public void CreateExplosion(int id, Vector3 position) { Color color = RhythmMovement.PlayerColor(id); ((GameObject)GameObject.Instantiate(Resources.Load("DieParticle"), position, Quaternion.identity)).renderer.material.color = color; }