void Start() { healthLevel = GameObject.Find("PowerCellTotalPower").GetComponent <PowerCellStats>(); health = 100; disrupted = false; powerCore = GameObject.Find("PowerCore"); disruptableComponents = GetComponentsInChildren <Renderer> (); //defaultColor = powerCore.GetComponent<GameObject>().GetComponent<Renderer>().material.color; disruptColor = Color.black; disruptParticles = GameObject.Find("DisruptParticles"); disruptParticles.SetActive(false); LoseCheck = GameObject.Find("WinLoseGameCanvas").GetComponent <WinLoseGameState> (); }
void Start() { checkWin = GameObject.FindObjectOfType <WinLoseGameState>(); tower = GameObject.FindObjectOfType <PowerTower>(); powercheck = GameObject.FindObjectOfType <PowerCellStats>(); TextA = GameObject.Find("GoalsTextA").GetComponent <Text>(); TextB = GameObject.Find("GoalsTextB").GetComponent <Text>(); TextC = GameObject.Find("GoalsTextC").GetComponent <Text>(); TextC1 = GameObject.Find("GoalsTextC1").GetComponent <Text>(); TextC2 = GameObject.Find("GoalsTextC2").GetComponent <Text>(); TextC3 = GameObject.Find("GoalsTextC3").GetComponent <Text>(); greenValue = GameObject.Find("TurretActiveTimeGreen").GetComponent <ChargeLevels>(); redValue = GameObject.Find("TurretActiveTimeRed").GetComponent <ChargeLevels>(); blueValue = GameObject.Find("TurretActiveTimeBlue").GetComponent <ChargeLevels>(); }
void Start() { canBuild = false; defaultColor = this.GetComponent <Renderer>().material.color; ChargeLevel = GameObject.Find("PowerCellTotalPower").GetComponent <PowerCellStats>(); }