// Use this for initialization void Start() { player = GameObject.Find("Player").GetComponent <Collider2D>(); hitbox = GetComponent <Collider2D>(); animator = GetComponent <Animator>(); backdropAnimator = gameObject.transform.Find("TransparentBackdrop").GetComponent <Animator>(); gameState = GameObject.Find("GameState").GetComponent <GameStateFlags>(); }
// Use this for initialization void Start() { cooldown = cooldownMax; insec = GameObject.Find("Block1_Insecurity").GetComponent <BlockState>(); anx = GameObject.Find("Block2_Anxiety").GetComponent <BlockState>(); frust = GameObject.Find("Block3_Frustration").GetComponent <BlockState>(); spawnPreview = GameObject.Find("SpawnPreview"); spBehaviorScript = spawnPreview.GetComponent <SpawnPreviewBehavior>(); spPreviewRend = spawnPreview.GetComponent <Renderer>(); state = GameObject.Find("Player").GetComponent <PlayerState>(); previewHitbox = spawnPreview.GetComponent <Collider2D>(); flags = GameObject.Find("GameState").GetComponent <GameStateFlags>(); }
public override void Deserialize(int[] data, int dataOffset) { if (!RangeCheck(data, dataOffset)) { return; } GameFlags = (GameFlags)data[dataOffset + 0]; GameStateFlags = (GameStateFlags)data[dataOffset + 1]; RoundStartTick = data[dataOffset + 2]; WarmupTimer = data[dataOffset + 3]; ScoreLimit = data[dataOffset + 4]; TimeLimit = data[dataOffset + 5]; RoundNum = data[dataOffset + 6]; RoundCurrent = data[dataOffset + 7]; }
// Use this for initialization void Start() { myCol = gameObject.GetComponent <Collider2D>(); playerCol = GameObject.Find("Player").GetComponent <Collider2D>(); gameStateFlags = GameObject.Find("GameState").GetComponent <GameStateFlags>(); }
// Use this for initialization void Start() { playerState = GetComponent <PlayerState>(); gameState = GameObject.Find("GameState").GetComponent <GameStateFlags>(); spawned = true; }