//private GUIManager gui; //setup void Awake() { //gui = FindObjectOfType(typeof(GUIManager)) as GUIManager ; if (tag != "Pickup") { tag = "Pickup"; } bubbleBlowing = GameObject.FindGameObjectWithTag("Player").GetComponent <BubbleBlowing>(); GetComponent <Collider>().isTrigger = true; triggerParent = GetComponentInChildren <TriggerParent>(); //if no trigger bounds are attached to coin, set them up if (!triggerParent) { GameObject bounds = new GameObject(); bounds.name = "Bounds"; bounds.AddComponent <SphereCollider>(); bounds.GetComponent <SphereCollider>().radius = 3f; bounds.GetComponent <SphereCollider>().isTrigger = true; bounds.transform.parent = transform; bounds.transform.position = transform.position; bounds.AddComponent <TriggerParent>(); triggerParent = GetComponentInChildren <TriggerParent>(); triggerParent.tagsToCheck = new string[1]; triggerParent.tagsToCheck[0] = "Player"; } for (int i = 0; i < transform.childCount; i++) { this.transform.GetChild(i).gameObject.layer = LayerMask.NameToLayer("Items"); } }
private TriggerParent triggerParent; //this is a utility class, that lets us check if the player is close to the coins "bounds sphere trigger" #endregion Fields #region Methods //private GUIManager gui; //setup void Awake() { //gui = FindObjectOfType(typeof(GUIManager)) as GUIManager ; if(tag != "Pickup") { tag = "Pickup"; } bubbleBlowing = GameObject.FindGameObjectWithTag("Player").GetComponent<BubbleBlowing>(); GetComponent<Collider>().isTrigger = true; triggerParent = GetComponentInChildren<TriggerParent>(); //if no trigger bounds are attached to coin, set them up if(!triggerParent) { GameObject bounds = new GameObject(); bounds.name = "Bounds"; bounds.AddComponent<SphereCollider>(); bounds.GetComponent<SphereCollider>().radius = 3f; bounds.GetComponent<SphereCollider>().isTrigger = true; bounds.transform.parent = transform; bounds.transform.position = transform.position; bounds.AddComponent<TriggerParent>(); triggerParent = GetComponentInChildren<TriggerParent>(); triggerParent.tagsToCheck = new string[1]; triggerParent.tagsToCheck[0] = "Player"; } for(int i = 0; i < transform.childCount; i++) { this.transform.GetChild(i).gameObject.layer = LayerMask.NameToLayer("Items"); } }
// Use this for initialization void Start() { t = gameObject.GetComponent <Text>(); bubbleBlowing = GameObject.FindGameObjectWithTag("Player").GetComponent <BubbleBlowing>(); }
// Use this for initialization void Start() { t = gameObject.GetComponent<Text>(); bubbleBlowing = GameObject.FindGameObjectWithTag("Player").GetComponent<BubbleBlowing>(); }