private void MakeTemple() { GameObject prefab = Resources.Load <GameObject>("prefabs/temple"); GameObject temple = Instantiate(prefab); ScoreAbsorb sa = temple.AddComponent <ScoreAbsorb>(); sa.baseValue = 0; sa.startVisible = true; temple.transform.parent = templeRegion.transform; temple.transform.position = new Vector3(0, 0, 0); }
private void SetAllChildren() { foreach (GameObject child in ParentChildFunctions.GetAllChildren(gameObject, true)) { if (child.GetComponent <Collider>() != null) { if (ignoreRaycast) { child.layer = LayerMask.NameToLayer("Ignore Raycast"); } if (child.GetComponent <ScoreAbsorb>() == null) { ScoreAbsorb scoreAbsorb = child.AddComponent <ScoreAbsorb>(); scoreAbsorb.velocityMultiplier = velocityMultiplier; scoreAbsorb.massMultiplier = massMultiplier; scoreAbsorb.chargeMultiplier = chargeMultiplier; scoreAbsorb.positiveChargeMultiplier = positiveChargeMultiplier; scoreAbsorb.negativeChargeMultiplier = negativeChargeMultiplier; scoreAbsorb.baseValue = baseValue; scoreAbsorb.startVisible = startVisible; } } } }
// Use this for initialization void Start() { score = GetComponent <Text>(); scoreAbsorb = FindObjectOfType <ScoreAbsorb>(); }