// Update is called once per frame void Update() { if (this.transform.position.y <= _killY) { Decharge decharge = GameObject.FindGameObjectWithTag("Decharge").GetComponent <Decharge>(); decharge.addFragment(_quantite); Destroy(this.gameObject); } }
void Start() { _currentQuantiteFragment = 0; _speed = 100; _quantiteTransportableMax = ConstantesManager.TRUCK_QUANTITE_TRANSPADABLE_BASE; _enumDirection = Enum_TruckDirection.decharge; _city = GameObject.FindGameObjectWithTag("City").GetComponent <City> (); _decharge = GameObject.FindGameObjectWithTag("Decharge").GetComponent <Decharge> (); Vector3 pos = this.transform.localPosition; pos.y = -35; this.transform.localPosition = pos; }
void Start() { _score = 0; _nbVague = 1; _enumStatePlayer = Enum_StatePlayer.Playing; _city = ((GameObject)Instantiate(_cityPrefab, this.transform.position, Quaternion.identity)).GetComponent <City>(); _city.transform.parent = this.transform; _city.transform.localPosition = ConstantesManager.CITY_LOCAL_POSITION; GameObject dech = GameObject.FindGameObjectWithTag("Decharge"); _decharge = dech.GetComponent <Decharge>(); }