void Awake() { gameManager = FindObjectOfType <GameManager>(); worldChanger = FindObjectOfType <WorldChanger>(); rTransform = GetComponent <RectTransform>(); button = GetComponent <UnityEngine.UI.Button>(); rTransform.localScale = new Vector3(0, 0, 1); }
private void OnEnable() { // CHAD's STUFF worldChanger = FindObjectOfType <WorldChanger>(); mainMenuController = FindObjectOfType <MainMenuController>(); if (fromCamera != null) { currentEffect = fromCamera.GetComponentInChildren <CameraTransitionBase>(); if (currentEffect == null) { UpdateEffect(transition); } } if (renderTextureMode == RenderTextureModes.Automatic) { CreateRenderTexture(); } }
// Coroutine that handles respawning in timely manner private IEnumerator CoRespawn() { // Async scene loading so loading time is lower. async = SceneManager.LoadSceneAsync(1, LoadSceneMode.Single); async.allowSceneActivation = false; WorldChanger worldChanger = FindObjectOfType <WorldChanger>(); // Stop player controlling PlayerController playerController = FindObjectOfType <PlayerController>(); playerController.isControllable = false; playerController.animator.SetFloat(PlayerController.xVelocityHash, 0); playerController.velocity.x = 0; TransitionCameraExit(); yield return(new WaitForSeconds(worldChanger.MainCamera.GetComponent <ProCamera2DTransitionsFX>().DurationExit)); // Load in scene when its allowed async.allowSceneActivation = true; //SceneManager.LoadScene(1, LoadSceneMode.Single); }
// Use this for initialization void Awake() { worldChanger = FindObjectOfType <WorldChanger>(); }
void Awake() { rigidBody = GetComponent <Rigidbody>(); boxColl = GetComponent <BoxCollider>(); worldChanger = FindObjectOfType <WorldChanger>(); }
void Awake() { // Find and assign references worldChanger = FindObjectOfType <WorldChanger>(); colorAssigner = GetComponent <ColorAssigner>(); }