Пример #1
0
 // Start is called before the first frame update
 void Start()
 {
     //instantiates the ball object to the proper game object
     ball = GameObject.FindGameObjectWithTag("Player").GetComponent <BallPhysics>();
     //instantiates the UI to the proper game object
     targetsLeft = GameObject.FindGameObjectWithTag("Score").GetComponent <TargetsLeftUI>();
     //instantiates the scene object to get the active/current scene
     scene = SceneManager.GetActiveScene();
 }
Пример #2
0
    // Start is called before the first frame update
    void Start()
    {
        //create the game object for the UI (to get the score / # of targets left)
        targetsLeft = GameObject.FindGameObjectWithTag("Score").GetComponent <TargetsLeftUI>();
        //create the scene object to get the active/current scene
        scene = SceneManager.GetActiveScene();

        //creates the game object for the aim
        m_AimDisplay = GameObject.FindGameObjectWithTag("Aim").GetComponent <AimBehavior>();

        //sets the variable for the ball's rigidbody
        m_rb = GetComponent <Rigidbody>();
        Assert.IsNotNull(m_rb, "Houston, we've got a problem here! No Rigidbody attached");

        //sets the aim original position to whatever position the aim is currently in (from the editor)
        m_vAimOriginalPos = m_AimDisplay.getPosition();

        //sets the ball original position to whatever position the ball is currently in (from the editor)
        m_vOriginalPos = transform.position;
    }
Пример #3
0
 // Start is called before the first frame update
 void Start()
 {
     //instantiates the scene (get the current scene) & UI objects (for the # of targets left)
     scene = SceneManager.GetActiveScene();
     score = GameObject.FindGameObjectWithTag("Score").GetComponent <TargetsLeftUI>();
 }