private bool isComplete_TutoN; //チュートリアルNOのゲージが溜まったか // Use this for initialization void Start() { scene_Fade = Camera.main.GetComponent <Scene_Manager_Fade>(); isComplete_Stage = false; isComplete_TutoY = false; isComplete_TutoN = false; }
private Transform goalPos; //ゴール位置 // Use this for initialization void Start() { //各変数の初期化 sceneManager = GameObject.Find("ScriptManager").GetComponent <Scene_Manager_>(); sceneManager_Fade = Camera.main.GetComponent <Scene_Manager_Fade>(); timeLimit = GameObject.Find("TimeTex").GetComponent <TimeLimit>(); m_RestartPoint = initRestartPoint; isRespawn = false; //goalPos = GameObject.Find("GoalPoint").GetComponent<Transform>(); }
// Use this for initialization void Start() { //各変数の初期化 isHitRay = false; timer = 1.5f; scene_Fade = Camera.main.GetComponent <Scene_Manager_Fade>(); scene_Manager = GameObject.Find("ScriptManager").GetComponent <Scene_Manager_>(); sounds_Manager = GameObject.Find("ScriptManager").GetComponent <SoundsManager>(); ability = GameObject.Find("PlayerAbility").GetComponent <PlayerAbility>(); plusHP = GameObject.Find("BossPlusHP").GetComponent <BossPlusHP>(); }
void Start() { if (gameObject.GetComponent <Text>() == null) { gameObject.AddComponent <Text>(); } isCountStop = false; m_Text = GetComponent <Text>(); timeCount = 0; coron = " : "; plusHP = GameObject.Find("BossPlusHP").GetComponent <BossPlusHP>(); scene_Manager = GameObject.Find("ScriptManager").GetComponent <Scene_Manager_>(); scene_Fade = Camera.main.GetComponent <Scene_Manager_Fade>(); }
// Use this for initialization void Start() { sceneFade = Camera.main.GetComponent <Scene_Manager_Fade>(); isChange = false; }
// Use this for initialization void Start() { player = GameObject.Find("Player"); scene_manager = GameObject.Find("ScriptManager").GetComponent <Scene_Manager_>(); scene_Fade = Camera.main.GetComponent <Scene_Manager_Fade>(); }
// Use this for initialization void Start() { scene_Fade = Camera.main.GetComponent <Scene_Manager_Fade>(); scene_manager = GameObject.Find("ScriptManager").GetComponent <Scene_Manager_>(); isSceneChage = false; }