void Start() { GM = GameObject.FindWithTag("GM").GetComponent <GameMaster>(); logger = GameObject.FindWithTag("StatLog").GetComponent <StatLogging>(); averageStress = 0; // If game restarted get skill from logger, logger is only game object not destroyed on load if (logger.GetRestarts() > 0) { skill = logger.GetSkill(); if (active) { GM.SetSkill(skill); } } else // Get skill from GameMaster { skill = GM.GetSkill(); SaveSkill(); } // Zevolution in apply stress state by default applyStress = true; // Start recording average stress StartCoroutine(AverageStress()); }
void Start() { waveComp = new Stack <GameObject>(); waveNumber = GameObject.FindWithTag("wave").GetComponent <Text>(); zombieNumber = GameObject.FindWithTag("zleft").GetComponent <Text>(); logger = GameObject.FindWithTag("StatLog").GetComponent <StatLogging>(); enemiesIntroduced = new ArrayList(); }
void Start() { healthNumber = GameObject.FindWithTag("health").GetComponent <Text>(); anim = GetComponent <Animator>(); // Make sure health displays starting health updateHealth(); logger = GameObject.FindWithTag("StatLog").GetComponent <StatLogging>(); GM = GameObject.FindWithTag("GM").GetComponent <GameMaster>(); }
void Start() { logger = GameObject.FindWithTag("StatLog").GetComponent <StatLogging>(); GM = GameObject.FindWithTag("GM").GetComponent <GameMaster>(); }