void Start() { blockClass = new List <Block>(); curr = GetComponent <Ball>(); paddleClass = Paddle.GetComponent <Paddle>(); foreach (GameObject blocks in Block) { Block some = blocks.GetComponent <Block>(); blockClass.Add(some); } speed = DataScript.ball_speed; randValue = Random.Range(0, sign.Length); position = transform.position; ball_Collider = GetComponent <Collider2D>(); if (WallR != null) { WallR_Collider = WallR.GetComponent <BoxCollider2D>(); } if (WallL != null) { WallL_Collider = WallL.GetComponent <BoxCollider2D>(); } if (Paddle != null) { paddle_Collider = Paddle.GetComponent <BoxCollider2D>(); } if (Ceil != null) { Ceil_Collider = Ceil.GetComponent <BoxCollider2D>(); } }
// Start is called before the first frame update void Awake() { int pieces = FindObjectOfType <DungeonMaster>().GetProgress(); Debug.Log("Disabling House Objects"); FloorL.GetComponent <Renderer>().enabled = false; FloorR.GetComponent <Renderer>().enabled = false; WallL.GetComponent <Renderer>().enabled = false; WallR.GetComponent <Renderer>().enabled = false; fillerDisable(); Roof.GetComponent <Renderer>().enabled = false; door.GetComponent <Renderer>().enabled = false; window1.GetComponent <Renderer>().enabled = false; Bonfire.GetComponent <Renderer>().enabled = false; Debug.Log("Case : " + pieces); switch (pieces) { case 0: //Nothing Enabled break; case 1: FloorL.GetComponent <Renderer>().enabled = true; FloorR.GetComponent <Renderer>().enabled = true; break; case 2: FloorL.GetComponent <Renderer>().enabled = true; FloorR.GetComponent <Renderer>().enabled = true; WallL.GetComponent <Renderer>().enabled = true; WallR.GetComponent <Renderer>().enabled = true; break; case 3: FloorL.GetComponent <Renderer>().enabled = true; FloorR.GetComponent <Renderer>().enabled = true; WallL.GetComponent <Renderer>().enabled = true; WallR.GetComponent <Renderer>().enabled = true; fillerEnable(); door.GetComponent <Renderer>().enabled = true; break; case 4: FloorL.GetComponent <Renderer>().enabled = true; FloorR.GetComponent <Renderer>().enabled = true; WallL.GetComponent <Renderer>().enabled = true; WallR.GetComponent <Renderer>().enabled = true; fillerEnable(); door.GetComponent <Renderer>().enabled = true; window1.GetComponent <Renderer>().enabled = true; break; case 5: FloorL.GetComponent <Renderer>().enabled = true; FloorR.GetComponent <Renderer>().enabled = true; WallL.GetComponent <Renderer>().enabled = true; WallR.GetComponent <Renderer>().enabled = true; fillerEnable(); door.GetComponent <Renderer>().enabled = true; window1.GetComponent <Renderer>().enabled = true; Roof.GetComponent <Renderer>().enabled = true; break; default: FloorL.GetComponent <Renderer>().enabled = true; FloorR.GetComponent <Renderer>().enabled = true; WallL.GetComponent <Renderer>().enabled = true; WallR.GetComponent <Renderer>().enabled = true; fillerEnable(); door.GetComponent <Renderer>().enabled = true; window1.GetComponent <Renderer>().enabled = true; Bonfire.GetComponent <Renderer>().enabled = true; break; } }