void Start() { SetPickUpType(m_PickupType); m_LastFramePickupType = m_PickupType; m_SizeScalarLastFrame = m_SizeScalar; // Slightly hacky, but as it will only work for SceneManager_Main Game, i feel a public // variable would imply it works elsewhere m_SceneManager = GameObject.Find("SceneManager").GetComponent <SceneManager_MainGame>(); }
void Start() { _scene_manage = GameObject.Find("SceneManager").GetComponent<SceneManager_MainGame>(); }
void Start() { _scene_manage = GameObject.Find("SceneManager").GetComponent <SceneManager_MainGame>(); }
void Start() { SetPickUpType(m_PickupType); m_LastFramePickupType = m_PickupType; m_SizeScalarLastFrame = m_SizeScalar; // Slightly hacky, but as it will only work for SceneManager_Main Game, i feel a public // variable would imply it works elsewhere m_SceneManager = GameObject.Find("SceneManager").GetComponent<SceneManager_MainGame>(); }
void OnTriggerEnter2D(Collider2D a_Collider2D) { if (a_Collider2D.tag == "Player") { SceneManager_MainGame m_RefSceneManagerMain = null; m_RefSceneManagerMain = m_SceneManager; switch (m_PickupType) { case Type.eCheeseBurger: { m_RefSceneManagerMain.playerHealth += 4; break; } case Type.eHotDog: { m_RefSceneManagerMain.playerHealth += 3; break; } case Type.eChocolate: { m_RefSceneManagerMain.playerHealth += 2; break; } case Type.eFries: { m_RefSceneManagerMain.playerHealth += 2; break; } case Type.eCabbage: { m_RefSceneManagerMain.playerHealth -= 5; break; } case Type.eCelery: { m_RefSceneManagerMain.playerHealth -= 3; break; } //case Type.eSundae: // NO IMAGE //{ // if (m_RefSceneManagerGraham != null) { m_RefSceneManagerGraham.playerHealth += 2; }; // if (m_RefSceneManagerMain != null) { m_RefSceneManagerMain.playerHealth += 2; }; // break; //} //case Type.eCarrot: // NO IMAGE //{ // if (m_RefSceneManagerGraham != null) { m_RefSceneManagerGraham.playerHealth -= 3; }; // if (m_RefSceneManagerMain != null) { m_RefSceneManagerMain.playerHealth -= 3; }; // break; //} default: break; } // Should trigger destruction of pickup. //Destroy(this.gameObject); StartCoroutine(Respawner(gameObject, m_respawnTime)); } }