void Start()
    {
        door = FindObjectOfType <EnemyDoor>();

        isColliding = false;
        canClose    = false;
    }
    private void SetupEnemyRoom(Room r, bool withDoors = true)
    {
        // door(s)
        if (withDoors)
        {
            for (int i = 1; i < r.Connectors.Count; i++)
            {
                // need to block off each exit with a hallway (except the entry door)
                Connector c = r.Connectors[i];
                if (!c.Available)
                {
                    GameObject doorObj = (GameObject)Instantiate(ObjectFactory.Instance.GetObjectPrefab(ObjectFactory.eObject.EnemyDoor), c.ObjTransform.position, c.ObjTransform.rotation);
                    EnemyDoor  door    = doorObj.GetComponent <EnemyDoor>();
                    door.IsOnMainPath = c.IsOnMainPath;
                    door.SetRoomID(r.RoomID);
                }
            }
        }

        // enemy spawner
        GameObject spawnObj = (GameObject)Instantiate(ObjectFactory.Instance.GetObjectPrefab(ObjectFactory.eObject.EnemySpawner), null);

        spawnObj.transform.position = r.FloorCenter.position;

        EnemySpawner spawner = spawnObj.GetComponent <EnemySpawner>();

        if (spawner != null)
        {
            spawner.SetRoomID(r.RoomID);

            Vector2 boundaries = r.GetBoundaries();
            spawner.SetRoomBoundaries(boundaries.x, boundaries.y);
        }
    }
 void Start()
 {
     effectPlayer = GetComponent <AudioSource>();
     doorCollider = FindObjectOfType <OpenExitDoor>();
     enemyDoor    = FindObjectOfType <EnemyDoor>();
     enemy        = FindObjectOfType <Enemy>();
     levelManager = FindObjectOfType <LevelManager>();
 }
Beispiel #4
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    void Start()
    {
        enemyDoor = FindObjectOfType <EnemyDoor>();

        isColliding = false;
    }