public void Initialize(TransitionSaver newSaver, PlayerUI playerUI, bool inHome) { _transitionSaver = newSaver; _playerUI = playerUI; _transitionSaver.SetPlayerStats(this, inHome); }
private void Start() { TransitionSaver saver = FindObjectOfType <TransitionSaver>(); PlayerMovement newPlayer = Instantiate(saver.GetPlayer(), _spawnPoint.position, Quaternion.identity); newPlayer.Initialize(saver, FindObjectOfType <PlayerUI>(), true); }
private void RecoverUpgrade() { if (_transitionSaver == null) { _transitionSaver = FindObjectOfType <TransitionSaver>(); } _availableUpgrade = _transitionSaver.RecoverUpgrade(_type); _noMoreUpgradesLeft = _availableUpgrade == null; }
private void SpawnPlayer() { TransitionSaver saver = FindObjectOfType <TransitionSaver>(); PlayerMovement newPlayer = Instantiate(saver.GetPlayer(), _levelCreated[0].transform.position, Quaternion.identity); newPlayer.Initialize(saver, FindObjectOfType <PlayerUI>(), false); transform.position = new Vector3(_levelCreated[0].transform.position.x, _levelCreated[0].transform.position.y, -10); GetComponent <FollowCamera>().FollowPlayer(transform.position); _levelCreated[0].RoomEntered(); }
private void Start() { _saver = FindObjectOfType <TransitionSaver>(); }