private void Start() { _healthItemPrefab = Resources.Load <GameObject>("HealthItem"); _powerPrefab = Resources.Load <GameObject>("PowerUp"); _parentAv = FindObjectOfType <Avatar_Control>(); _sprite = GetComponent <SpriteRenderer>(); _currentColor = _sprite.color; powered = true; music = GameObject.FindGameObjectWithTag("sfx").GetComponent <AudioSource>(); boom = Resources.Load <AudioClip>("kaboom"); }
public void EndGame() { FlyObjectsController.ClearObjects(); ShooterController.ClearShooters(); Paused = true; // _uiManager.GameEnd(); Playing = false; if (_avatar != null) { Avatar = null; Destroy(_avatar); } // _avatar = Instantiate(Resources.Load<GameObject>("Avatar")); // Avatar = _avatar.GetComponent<Avatar_Control>(); }
private void StartFrame() { FlyObjectsController.ClearObjects(); ShooterController.ClearShooters(); if (_avatar != null) { Avatar = null; Destroy(_avatar); } _avatar = Instantiate(Resources.Load <GameObject>("Avatar")); Avatar = _avatar.GetComponent <Avatar_Control>(); Avatar.Health = 100; Avatar.Energy = 20; // Init shooters and their patterns here... InitPatterns(); _scenario = ScriptableObject.CreateInstance <Scenario>(); _scenario.Init(this); AddScene(); }
// Use this for initialization void Start() { _cameraRect = Utils.GetGamePlayRect(Camera.main); _parental = FindObjectOfType <Avatar_Control>(); }