void Start()
 {
     enemyCol       = GetComponentInChildren <EnemyCol>();
     bombTimer      = Random.Range(1f, 4.0f);
     startPosition  = gameObject.transform.position;
     targetPosition = new Vector3(10, startPosition.y, 0);
     StartCoroutine(GoToTarget());
 }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        enemyCol       = GetComponentInChildren <EnemyCol>();
        canSplit       = (Random.value > 0.5f);
        splitTimer     = Random.Range(1f, 4.0f);
        startPosition  = gameObject.transform.position;
        targetPosition = new Vector3(Random.Range(-7, 7), -6, 0);
        laserLine      = GetComponent <LineRenderer>();
        laserLine.SetPosition(0, transform.position);
        laserLine.SetPosition(1, jetTail.position);
        Quaternion rot = Quaternion.LookRotation(startPosition - targetPosition, gameObject.transform.TransformDirection(Vector3.forward));

        gameObject.transform.rotation = new Quaternion(0, 0, rot.z, rot.w);
        StartCoroutine(GoToTarget());
    }
Beispiel #3
0
 // Start is called before the first frame update
 void Start()
 {
     instance   = this;
     levelNum   = LevelController.levelNum - 1;
     timeDelay1 = 0f;
     timeDelay2 = 0f;
     BuildEnemies();
     cam     = Camera.main;
     boundXL = cam.ScreenToWorldPoint(Vector3.zero).x;
     boundXR = cam.ScreenToWorldPoint(new Vector3(cam.pixelWidth, 0f, 0f)).x;
     boundYU = cam.ScreenToWorldPoint(new Vector3(0f, cam.pixelHeight, 0f)).y;
     boundYD = cam.ScreenToWorldPoint(new Vector3(0f, 0f, 0f)).y;
     Debug.Log("level: " + levelNum);
     this.transform.position = new Vector3(boundXL + 0.6f, 0.5f - levelNum * 2f, 0);
     this.GetComponent <Rigidbody2D>().velocity = Vector2.right * moveSpeed;
 }