void Start() { sec = GetComponent <Sequensing>(); inGameButtons.Clear(); bodyParts.Clear(); for (int i = 0; i < gameButtons.transform.childCount; i++) { inGameButtons.Add(gameButtons.transform.GetChild(i).gameObject); } for (int i = 0; i < bodyPartsObject.transform.childCount; i++) { bodyParts.Add(bodyPartsObject.transform.GetChild(i).gameObject); } foutenText.text = moestOpnieuwBeginnen ? (fouten > 1 ? "Je moest opnieuw beginnen, je hebt nog " + fouten + " fouten over" : "Je moest opnieuw beginnen, je hebt nog " + fouten + " fout over") : (fouten > 1 ? "Je hebt nog " + fouten + " fouten over" : "Je hebt nog " + fouten + " fout over"); }
void Start() { circleHand = FindObjectOfType <CircleHandler>(); hand = FindObjectOfType <SnapperHandler>(); seq = FindObjectOfType <Sequensing>(); pick = FindObjectOfType <ObjectPicker>(); parentObject = transform.parent.gameObject; for (int i = 0; i < ignoreThisIfNeedid.Count; i++) { try { Physics.IgnoreCollision(ignoreThisIfNeedid[i], GetComponent <BoxCollider>()); } catch { } } }