public aParticle thisA_particle; // we declare an(this) a_particle using the class defined in the UltimateA_particleScript // Use this for initialization protected void Start() // override the start function in UltimateA_particleScript { thisA_particle = new aParticle(1 / SearchForCollidingWormies(), 1, gameObject); // set the value from our component(this a_particle) of type aParticle }
protected void Start() { thisA_particle = new aParticle(1 / SearchForCollidingWormies(), 0, gameObject); pointsForExplosion = thisA_particle.pointsPerExplosion; }
public aParticle thisA_particle; // a variable to declare a particle(this a_particle) of type aParticle // Use this for initialization protected void Start() // overriding the original start method { thisA_particle = new aParticle(1 / SearchForCollidingWormies(), 1, gameObject); // the collision point calculation is quit controversial, it's // not clear wether the decrease of the points would be better while several wormies collide or an increase of it }
public aParticle thisA_particle; // an a_particle(this a_particle) is declared of type aParticle // Use this for initialization protected void Start() // overriding the start method { thisA_particle = new aParticle(1 / SearchForCollidingWormies(), 1, gameObject); // giving value to the particle that we created earlier }