void Start() { targetComponent = GetComponent <SCR_TongueTarget>(); varManager = SCR_VarManager.Instance; // Check if this Gold Nut has been collected before foreach (var collIndex in varManager.CollectedGoldNuts) { if (collIndex == starIndex) { alreadyCollected = true; } } // Set correct mesh to visible if (alreadyCollected) { normalMesh.SetActive(false); collectedMesh.SetActive(true); } else { normalMesh.SetActive(true); collectedMesh.SetActive(false); } }
void Start() { varManager = SCR_VarManager.Instance; objectRefs = SCR_ObjectReferenceManager.Instance; objectRefs.player = gameObject; varManager.currentHealth = variables.maxHealth; }
private void Start() { varManager = SCR_VarManager.Instance; objectRefs = SCR_ObjectReferenceManager.Instance; // Disable menu controls controls.Menu.Disable(); }
private void Start() { SCR_ObjectReferenceManager.Instance.playerCamera = GetComponent <Camera>(); varManager = SCR_VarManager.Instance; targetDistance = variables.camDistanceMinMax.y; transform.position = lookTarget.position - transform.forward * targetDistance; }
void Start() { cGroup = GetComponent <CanvasGroup>(); objectRefs = SCR_ObjectReferenceManager.Instance; varManager = SCR_VarManager.Instance; eventSystem = EventSystem.current; objectRefs.gameOverMenu = cGroup; }
void Start() { varManager = SCR_VarManager.Instance; objectRefs = SCR_ObjectReferenceManager.Instance; currentSceneIndex = SceneManager.GetActiveScene().buildIndex; // make sure debug menu is closed when at beginning of play CloseDebugMenu(); }
private void Awake() { if (Instance == null) { Instance = this; transform.parent = null; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
private void Start() { varManager = SCR_VarManager.Instance; objectRefs = SCR_ObjectReferenceManager.Instance; }
void Start() { varManager = SCR_VarManager.Instance; }
void Start() { targetComponent = GetComponent <SCR_TongueTarget>(); varManager = SCR_VarManager.Instance; }