// Start is called before the first frame update void Start() { manager = GameObject.Find("gameManager").GetComponent <gameManagerScript>(); manager.towerList.Add(this); store = GameObject.Find("gameManager").GetComponent <storeScript>(); this.damage = store.currentTowerDamage; this.speed = store.currentTowerSpeed; if (direction == "") { direction = "right"; dVector = new Vector3(1, 0); } currentTime = fireRate / 2.0f; DetermineDirection(); }
// Use this for initialization void Awake() { cores = new List <GameObject>(); playerScript = GameObject.Find("Player").GetComponent <playerScript>(); strScrpt = GameObject.Find("gameManager").GetComponent <storeScript>(); score = 0; scoreText = GameObject.Find("ScoreText").GetComponent <Text>(); waveText = GameObject.Find("WaveText").GetComponent <Text>(); gameOverText = GameObject.Find("GameOverText"); gameOverText.SetActive(false); restartButton = GameObject.Find("Restart Button"); fireRateButton = GameObject.Find("Projectile Speed Button"); damageUpgradeButton = GameObject.Find("Projectile Damage Button"); restartButton.SetActive(false); fireRateButton.SetActive(false); damageUpgradeButton.SetActive(false); waveNumber = 0; waveText.text = "Wave " + waveNumber; spawnLocation = Vector2.zero; spawnTimer = 0; nextWaveButton = GameObject.Find("NextWaveButton"); //this method call will be moved later once we have a game loop that continually generates waves once the previous is beaten setupWave(); enemyList = new List <GameObject>(); //cores = new List<GameObject>(); towerList = new List <towerScript>(); }