private void Start()
    {
        flickerScriptReference = GetComponent <FlickerScript>();
        //        flickerScriptReference
        //figure out how to access flicker variable from flickerScript
        //flickerScriptReference = gameObject.GetComponent<FlickerScript>();
        flickerScriptReference.flicker = false;

        fireRate         = Random.Range(0, 1);
        coll             = GetComponent <Collider2D>();
        _randomSpeed     = Random.Range(minSpeed, maxSpeed);
        _playerReference = GameObject.Find("Player").GetComponent <Player>();
        if (explosionAnim == null)
        {
            print("Enemy Animator Broken");
        }

        if (_canFire == true)
        {
            InvokeRepeating("EnemyFireLaser", 0f, fireRate);
        }
    }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        gameManager = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameManager>();
        player = GameObject.FindGameObjectWithTag("Player");

        enemyFlicker = gameObject.GetComponent<FlickerScript>();

        spriteMaterial = gameObject.GetComponent<SpriteRenderer>().material;
        enemyFlicker.SpriteMaterials.Add(spriteMaterial);
    }
Beispiel #3
0
    // Use this for initialization
    void Start()
    {
        playerInput = InputManager.Instance;
        gameManager = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameManager>();

        //Get all player child objects for easy access later.
        playerShoulder = gameObject.transform.FindChild("Player_Shoulder").gameObject;
        playerArm = gameObject.transform.FindChild("Player_Arm").gameObject;
        playerWeapon = playerArm.transform.FindChild("Weapon").gameObject;

        bulletSpawnPosX = playerArm.GetComponent<SpriteRenderer>().sprite.bounds.extents.x;

        playerFlicker = gameObject.GetComponent<FlickerScript>();
        playerAnimScript = gameObject.GetComponent<AnimationScript>();
        shoulderAnimScript = playerShoulder.GetComponent<AnimationScript>();

        invincibilityTimer = new Timer(INVINCIBLE_TIME);

        //Subscribe to necessary events.
        playerInput.Key_Held += ProcessMovement;
        playerInput.Key_Released += Idle;
        playerInput.Key_Pressed += ProcessKeyPress;
        invincibilityTimer.OnTimerComplete += EndInvincibilityTime;
        gameManager.GameOverEvent += OnGameOver;

        crosshair = GameObject.Find("Crosshair");

        //Populate the sprite materials with all sub-objects' materials.
        spriteMaterials.Add(gameObject.GetComponent<SpriteRenderer>().material);
        spriteMaterials.Add(playerShoulder.GetComponent<SpriteRenderer>().material);
        spriteMaterials.Add(playerArm.GetComponent<SpriteRenderer>().material);
        spriteMaterials.Add(playerWeapon.GetComponent<SpriteRenderer>().material);

        playerFlicker.SpriteMaterials = spriteMaterials;

        currDirectionVector = GlobalConstants.DOWN_VECTOR;
    }