protected void Awake() { buoyancy = Resources.Load <ScriptableInt>("ScriptableObjects/buoyancy"); weightWater = Resources.Load <ScriptableInt>("ScriptableObjects/weightWater"); weightLoad = Resources.Load <ScriptableInt>("ScriptableObjects/weightLoad"); weightTotal = Resources.Load <ScriptableInt>("ScriptableObjects/weightTotal"); numLeaksAbove = Resources.Load <ScriptableInt>("ScriptableObjects/numLeaksAbove"); numLeaksBelow = Resources.Load <ScriptableInt>("ScriptableObjects/numLeaksBelow"); distLeakAbove = Resources.Load <ScriptableInt>("ScriptableObjects/distLeakAbove"); distLeakBelow = Resources.Load <ScriptableInt>("ScriptableObjects/distLeakBelow"); spriteTossableSet = Resources.Load <SpriteTossableSet>("ScriptableObjects/SpriteSets/SpriteTossableSet"); levelMsg = Resources.Load <StringParamEvent>("ScriptableObjects/Events/WithParam/Str_AnyMsg"); myRigidbody = this.GetComponentIfNull(myRigidbody); if (myColliders == null || myColliders.Length == 0) { myColliders = GetComponentsInChildren <Collider2D>(); } SubmergableAreaRef = GetComponent <RefRect2D>(); holesSubm = new List <Hole>(); holesSurf = new List <Hole>(); Pinholes = new List <Hole>(); }
private void Awake() { // ! gameCtrl.Init is just here while building levels, so we don't need to go through PreGame during testing. // Once game is ready to ship, delete it. items = Resources.Load <ItemBaseSet>("ScriptableObjects/SpriteSets/ItemBaseSet"); enemies = Resources.Load <EnemySet>("ScriptableObjects/SpriteSets/EnemySet"); spriteTossableSet = Resources.Load <SpriteTossableSet>("ScriptableObjects/SpriteSets/SpriteTossableSet"); holdWeight = Resources.Load <ScriptableInt>("ScriptableObjects/weightHeldObj"); mousePos = Resources.Load <ScriptableVector2>("ScriptableObjects/v2_mouseWorldPos"); levelMsg = Resources.Load <StringParamEvent>("ScriptableObjects/Events/WithParam/Str_AnyMsg"); WaterSurfaceYPos = (waterObj.transform.position.y + (waterObj.GetComponent <Game2DWater>().WaterSize.y * 0.5f)); gameCtrl.Init(); }