void Start() { gmc = GetComponent <GMComponent>(); obstacles = GetComponent <NewCollider2D>(); gmc.ImageSpeed = 0.0f; gmc._applySpeed = false; }
void Start() { // Used for detecting collision with obstacles, so the particles get 'stuck' on the objects obstaclesController = GetComponent <NewCollider2D>(); // Random speed velocity.x = Random.Range(-6.0f, 6.0f); velocity.y = Random.Range(-6.0f, 6.0f); }
void Start() { camera = FindObjectOfType <Camera>(); animator = GetComponent <Animator>(); obstaclesController = GetComponent <NewCollider2D>(); GetComponent <SpriteRenderer>().flipX = faceDir == -1; statsDisplay = Instantiate(statsDisplay); statsDisplayComponent = statsDisplay.GetComponent <StatsDisplay>(); minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(GM.gravity) * 7.8f); }
void Start() { NewCollider2D[] newColliders = GetComponents <NewCollider2D>(); dangersController = newColliders[0]; savesController = newColliders[1]; warpsController = newColliders[2]; jumpRefreshersController = newColliders[3]; triggersController = newColliders[4]; player = transform.parent.GetComponent <Player>(); if (GameObject.FindGameObjectWithTag("LightsOutController") != null) { lightsOut = GameObject.FindGameObjectWithTag("LightsOutController").GetComponent <LightsOutController>(); } }
void Start() { // At the start ensure we don't have more than max amount of bullets on the screen if (FindObjectsOfType <Bullet>().Length > maxBullets) { // Destroy instantly to prevent calling update Destroy(gameObject); return; } NewCollider2D[] newColliders = GetComponents <NewCollider2D>(); savesController = newColliders[0]; obstaclesController = newColliders[1]; GameManager.Instance.PlaySound("Shoot"); }