// Use this for initialization void Start() { scene = FindObjectOfType <SceneFader> (); rb = gameObject.GetComponent <Rigidbody2D> (); rb.velocity = new Vector2(-Speed, 0); float spawnRan = Random.Range(5f, 7f); sfx = FindObjectOfType <SfxCtrl>(); if (RespawnTimer == 0) { RespawnTimer = spawnRan; } if (DeathTimer == 0) { DeathTimer = 10; } if (Respawns) { Invoke("Respawn", RespawnTimer); Destroy(gameObject, DeathTimer); } if (!Respawns) { InvokeRepeating("turn", DeathTimer, DeathTimer); } }
void Awake() { if (instance == null) { instance = this; } }
// Use this for initialization void Start() { theTextbox = FindObjectOfType <TextBoxManager> (); fader = FindObjectOfType <SceneFader> (); playerController = FindObjectOfType <PlayerController> (); align = FindObjectOfType <AlignmentCtrl> (); sfx = FindObjectOfType <SfxCtrl> (); hasActivated = false; }
// Use this for initialization void Start() { theTextbox = FindObjectOfType <EndlessTextBoxManager> (); fader = FindObjectOfType <EndlessSceneFader> (); endlessPlayer = FindObjectOfType <EndlessRunnerPlayer> (); align = FindObjectOfType <AlignmentCtrl> (); sfx = FindObjectOfType <SfxCtrl> (); hasActivated = false; }
// Use this for initialization void Start() { if (TurnCheckTime == 0) { TurnCheckTime = 2; } rb = gameObject.GetComponent <Rigidbody2D> (); rb.velocity = new Vector2(speedX, 0); startingX = transform.position.x; InvokeRepeating("CheckTurn", TurnCheckTime, TurnCheckTime); sfx = FindObjectOfType <SfxCtrl>(); startingPos = gameObject.transform.position; }
void Start() { DelayScene = null; sfx = FindObjectOfType <SfxCtrl> (); }
// Use this for initialization void Start() { sfx = FindObjectOfType <SfxCtrl> (); }