void Start() { /* * GameObject player = Instantiate(playerPrefab, spawnLocations[0].position, Quaternion.identity); * GameObject camera = Instantiate(playerCamera, spawnLocations[0].position, Quaternion.identity); */ // find it and assign it automatically testManager = FindObjectOfType <Test_manager>(); // spawn player with all of the settings sent over by testManager SpawnPlayer(testManager.bodyValue, testManager.turretValue, testManager.engineValue, testManager.trackValue); // spawn a camera targeted at objects with tag Player GameObject camera = Instantiate(playerCamera, spawnLocations[0].position, Quaternion.identity); }
/* * - Make all of this information sendable through non destructable game object to another scene * - Spawn player in another scene with customizations set up + with functional code added to each part * - See how different functionality on different parts will work. If thats trash, just manage it all in one place */ private void Start() { // spawn the first default tank , with default part prefabs tankBody = Instantiate(tankBodies[bodySelection], transform.position, Quaternion.identity); tankTurret = Instantiate(tankTurrets[turretSelection], tankBody.transform.GetChild(0).position, Quaternion.identity); tankEngine = Instantiate(tankEngines[engineSelection], tankBody.transform.GetChild(1).position, Quaternion.identity); tankTrackLeft = Instantiate(tankTracks[trackSelection], tankBody.transform.GetChild(2).position, Quaternion.identity); tankTrackRight = Instantiate(tankTracks[trackSelection], tankBody.transform.GetChild(3).position, Quaternion.identity); // set all parts as child of Body ParentOptions(tankTurret, tankBody); ParentOptions(tankEngine, tankBody); ParentOptions(tankTrackLeft, tankBody); ParentOptions(tankTrackRight, tankBody); // get the test manager component for later use testManager = GameObject.Find("Manager_TEST").GetComponent <Test_manager>(); }