private void Awake() { DontDestroyOnLoad(gameObject); GameObject ledger = Instantiate(questLedgerPrefab, transform); questLedger = ledger.GetComponent <QuestLedger>(); // Populate our inventory with two random monsters randomMonsterPicker = GameObject.Find("RandomMonsterPicker").GetComponent <RandomMonsterPicker>(); // Instantiate and initialize them carriedMonsters[0] = Instantiate(randomMonsterPicker.GetRandomMonsterPrefab(), gameObject.transform); carriedMonsters[0].GetComponent <Monster>().ownedByPlayer = true; carriedMonsters[0].SetActive(false); for (int i = 1; i < carriedMonsters.Length; ++i) { carriedMonsters[i] = null; } shopSource = GetComponent <AudioSource>(); SceneManager.activeSceneChanged += CheckForBossCompletion; }
private void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerInventory = GameObject.Find("PlayerInventory").GetComponent <PlayerInventory>(); randomMonsterPicker = GameObject.Find("RandomMonsterPicker").GetComponent <RandomMonsterPicker>(); agent = GetComponent <NavMeshAgent>(); monsterAnimator = GetComponent <Animator>(); // Apply our own speed agent.speed = monsterSpeed; // Get a random monster randomMonster = randomMonsterPicker.GetRandomMonsterPrefab(); monsterNameText.text = randomMonster.GetComponent <Monster>().monsterName; navMeshTriangles = NavMesh.CalculateTriangulation(); agent.destination = GetRandomDestination(); if (randomMonster.GetComponent <Monster>().element != Element.Normal) { if (randomMonster.GetComponent <Monster>().element == Element.Ice) { materialHolder.GetComponent <SkinnedMeshRenderer>().material = iceMaterial; } if (randomMonster.GetComponent <Monster>().element == Element.Metal) { materialHolder.GetComponent <SkinnedMeshRenderer>().material = metalMaterial; } if (randomMonster.GetComponent <Monster>().element == Element.Poison) { materialHolder.GetComponent <SkinnedMeshRenderer>().material = posionMaterial; } } else { materialHolder.GetComponent <SkinnedMeshRenderer>().material = godMaterial; } }