//Awake is called before Start. private void Awake() { groundOfOne = this; //Get and store a reference to the collider2D attached to Ground. groundCollider = GetComponent <BoxCollider2D> (); //Store the size of the collider along the x axis (its length in units). groundHorizontalLength = groundCollider.size.x; }
/// <summary> /// Check if the bat has passed the current cave screen /// </summary> /// <param name="positionX"> The x position of the bat</param> /// <returns></returns> public bool DidBatPassCave(float positionX) { RepeatingBackground currentBackground = caveScreens[caveScreenIndex]; if (positionX > currentBackground.transform.position.x + currentBackground.CaveLength) { return(true); } return(false); }
// Use this for initialization void Start() { RepeatingBackground.setOffsetMultiplier(numSlabs); BuildingSlabs = new List <GameObject> (); CurrentSpawnLocation = Vector3.zero; for (int i = 0; i < numSlabs; i++) { GameObject CurrentBlock = Instantiate(BuildingSlab, CurrentSpawnLocation, Quaternion.identity, this.transform) as GameObject; CurrentBlock.AddComponent <ScrollingObject> (); Vector3 nextSpawnLocation = CurrentBlock.transform.position + offset; CurrentSpawnLocation = new Vector3(nextSpawnLocation.x, nextSpawnLocation.y, nextSpawnLocation.z); BuildingSlabs.Add(CurrentBlock); } }
private void Awake() { _ = this; backgrounds = new GameObject[2]; backgrounds[0] = transform.GetChild(0).gameObject; backgrounds[1] = transform.GetChild(1).gameObject; backgroundsTransforms = new Transform[backgrounds.Length]; backgroundsRigidbodies = new Rigidbody2D[backgrounds.Length]; for (int i = 0; i < backgrounds.Length; i++) { backgroundsTransforms[i] = backgrounds[i].GetComponent <Transform>(); backgroundsRigidbodies[i] = backgrounds[i].GetComponent <Rigidbody2D>(); } BoxCollider2D groundCollider = backgrounds[0].GetComponent <BoxCollider2D> (); groundHorizontalLength = groundCollider.size.x; }
// Use this for initialization void Start() { repeatingBackground = GameObject.FindObjectOfType <RepeatingBackground>(); }