private void Start() { lightDetector = GetComponentInParent <LightDetector>(); windowAudioSource = GetComponent <AudioSource>(); targetColors = new List <string> { "Red", "Blue", "Green", "White", "Cyan", "Magenta", "Yellow" }; //TODO: Remove this after testing //targetColors = new List<string> {"White"}; //allColorsObtained = true; colorOrbs = new List <GameObject>(); colorOrbs.Add(transform.Find("Red").gameObject); colorOrbs.Add(transform.Find("Blue").gameObject); colorOrbs.Add(transform.Find("Green").gameObject); colorOrbs.Add(transform.Find("White").gameObject); colorOrbs.Add(transform.Find("Cyan").gameObject); colorOrbs.Add(transform.Find("Magenta").gameObject); colorOrbs.Add(transform.Find("Yellow").gameObject); lightDetector.ColorAchievedEvent += ColorAchieved; lightDetector.StartAnimationEvent += AnimationStart; lightDetector.InterruptAnimationEvent += AnimationInterrupt; lightDetector.FinishAnimationEvent += AnimationEnd; //When the level starts, the camera pauses on the window for a while and then travels to the player StartCoroutine(CameraPause()); }
// Start is called before the first frame update void Start() { lightDetector = gameObject.GetComponent <LightDetector>(); animator = gameObject.GetComponent <Animator>(); oriScale = transform.localScale; gameObject.tag = "Spawner"; spawned = false; }
// Use this for initialization void Start() { lightDetector = FindObjectOfType <LightDetector>(); levelScript = GetComponent <LevelScript>(); obtainedColors = new List <string>(); if (nextLevelCanvas != null) { nextLevelCanvas.SetActive(false); } }
// Use this for initialization void OnValidate () { // make sure the brightness and distance weight's = 100 brightnessWeight = 1f - distanceWeight; // get necessary components connectedDetector = GetComponent<LightDetector>(); enemyAI = GetComponent<AIPath2D>(); enemy = GetComponent<Enemy>(); colorSprite = GetComponentInChildren<SpriteRenderer>(); // connect the starting speed to the connected enemy's speed startSpeed = enemyAI.speed; }
void Start() { // Get Component agent = GetComponent <NavMeshAgent>(); agent.enabled = false; lightDetector = GetComponent <LightDetector>(); lightDetector.enabled = false; animator = GetComponent <Animator>(); rigidbody = GetComponent <Rigidbody>(); lastPos = transform.position; rigidbody.constraints = RigidbodyConstraints.FreezeAll; // stop movings grow = -growSpeed; reachlevel = false; }
// Use this for initialization void Start() { lightDetect = FindObjectOfType<LightDetector>(); }