示例#1
0
 // Use this for initialization
 void Start()
 {
     p    = transform.gameObject.GetComponent <pickItems>();
     e    = transform.gameObject.GetComponent <ElementControl>();
     well = wellwater.GetComponent <WaterProperties>();
     w1   = lake1.GetComponent <WaterProperties>();
     w2   = lake2.GetComponent <WaterProperties>();
     L    = GameObject.FindGameObjectWithTag("fire base1").transform.gameObject.GetComponent <DoorTorchLight>();
     L2   = firebase2.GetComponent <DoorTorchLight>();
 }
示例#2
0
    public bool isPaused = false;     //used when game is paused

    // Use this for initialization
    void Start()
    {
        scene = SceneManager.GetActiveScene();

        //playGrowingSound = false;
        try
        {
            L = GameObject.FindGameObjectWithTag("fire base1").transform.gameObject.GetComponent <DoorTorchLight>();
        }
        catch (NullReferenceException e)
        {
            Debug.Log("No fire base found");
        }
        elementIndex = elementType.wind;
        GUICanvas.GetComponent <GUIControl>().SelectElement((int)elementIndex);

        windBlowing   = false;
        windDirection = Vector3.zero;
        waterStored   = 0;
        model         = gameObject.GetComponent <actorcontroller> ().model;
        anim          = model.GetComponent <Animator> ();

        pushableObjects = GameObject.FindGameObjectsWithTag("Pushable");
        //vineBridge = GameObject.FindGameObjectWithTag("original vine");

        headObject = transform.Find("CameraHandle");
        if (headObject == null)
        {
            headObject = transform.Find("CameraHandle2").Find("CameraHandle");
        }
        //Debug.Log(headObject);
        windCollider = headObject.Find("WindCollision");
        //Debug.Log(windCollider);

        forwardWindParticles  = headObject.Find("forward wind");
        backwardWindParticles = headObject.Find("backwards wind");
        backWindPos           = headObject.Find("backwards wind position");


        groundDust = new List <ParticleSystem>();

        waterIn = null;
    }