示例#1
0
    //get access to my ball object, because I need THAT instance of the GameOverTrigger.
    //Otherwise, it might always think that lives = 3. Afterall, I can
    //attach the script to multiple things. If I have access to the COPY of the script
    //that is on my player, I will have access to the player's current lives. In theory.

    //The same principle I think applies to the LoadLastScene. However I don't need access to the
    //ball for that. What I need access to is my blank GameObject that has the script, with the
    //previous scene name recorded.

    //Still find out how to access scripts for future reference from Castalia.
    void Start()
    {
        player          = Object.FindObjectOfType <LoadLastScene>();
        gameOverTrigger = Object.FindObjectOfType <LiveTracker>();
        if (gameOverTrigger.lives < 0)
        {
            GetComponent <Image>().color = Color.black;
            //change button color
        }
    }
示例#2
0
 //get access to my ball object, because I need THAT instance of the GameOverTrigger.
 //Otherwise, it might always think that lives = 3. Afterall, I can
 //attach the script to multiple things. If I have access to the COPY of the script
 //that is on my player, I will have access to the player's current lives. In theory.
 //The same principle I think applies to the LoadLastScene. However I don't need access to the
 //ball for that. What I need access to is my blank GameObject that has the script, with the
 //previous scene name recorded.
 //Still find out how to access scripts for future reference from Castalia.
 void Start()
 {
     player = Object.FindObjectOfType<LoadLastScene>();
     gameOverTrigger = Object.FindObjectOfType<LiveTracker>();
     if (gameOverTrigger.lives < 0)
     {
         GetComponent<Image>().color = Color.black;
         //change button color
     }
 }