// Use this for initialization void Start() { //set the sprite order in layer to -ve the y co-ordinate this.gameObject.GetComponent <SpriteRenderer>().sortingOrder = -(int)this.gameObject.transform.position.y; //set the varibles to the correct objects end = GameObject.Find("board/finish").GetComponent <endNode>(); board = GameObject.Find("board").GetComponent <boardTiles>(); towers = GameObject.Find("Game Data").GetComponent <towerData>(); hero = GameObject.Find("hero").GetComponent <heroMovement>(); //set the checked directions to unchecked (true) Up = true; Down = true; Left = true; Right = true; //start the inital pathfind startPath(); }
// Use this for initialization void Start() { //set the hero and the towerData object hero = GameObject.Find("hero").GetComponent <heroMovement>(); towers = GameObject.Find("Game Data").GetComponent <towerData>(); //remove eveything from the list to then add all the tiles to the list tileNodes.Clear(); foreach (GameObject tile in GameObject.FindGameObjectsWithTag("Tile")) { //for every tile add to this list tileNodes.Add(tile.GetComponent <pathNodes>()); if (tile.name == "grass") { //if the tile can be build on then add to this list as well tileSpawns.Add(tile.GetComponent <spawnTower>()); } } }