/// <summary>
    /// Awake is being used to initialize all the reference the class needs,
    /// and to bring it to an initial state.
    /// </summary>
    void Awake()
    {
        _timer  = 0f;
        _placed = false;
        _orginalProjectileMode   = true;
        _currentProjectile       = _projectiles[0];
        _currentProjectileDamage = _projectileDamages[0];
        _currentShootPace        = _projectilesShootPaces[0];
        _spawner      = GetComponentInChildren <ProjectileSpawner>();
        _targetFinder = GetComponentInChildren <TargetFinder>();
        _omc          = GetComponent <ObjectMaterialController>();
        _rotation     = GetComponentInChildren <Transform>();
        _transforms   = GetComponentsInChildren <Transform>();

        _damageMultiplier    = 1f;
        _shootPaceMultiplier = 1f;
        _collids             = false;

        level       = 1;
        sellValue   = costs / 2;
        upgradeCost = costs / 2;

        health = initialHealth;

        _omc.SetBaseMaterial(_placedMaterial);
        _spawner.SetProjectileSpeed(_projectileSpeed);
        _spawner.SetProjectileDamage(_currentProjectileDamage);
        _spawner.SetProjectile(_currentProjectile);
        SetLayerToPlaceMode();
    }
 /// <summary>
 /// Awake is being used to initialize all the reference the class needs,
 /// and to bring it to an initial state.
 /// </summary>
 protected void Awake()
 {
     _omc = gameObject.GetComponent <ObjectMaterialController>();
     _gc  = GameObject.Find("GameManager").GetComponent <GameManager>();
     CalculateMultipliesAccordingToLevel();
     ResetEnemy();
     _omc.SetBaseMaterial(enemyMaterial);
     _waypointIndex = startingWaypoint - 1;
     _target        = Waypoints.waypoints[_waypointIndex];
     _waypointIndex++;
 }
Beispiel #3
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 void Awake()
 {
     matController = GetComponentInChildren<ObjectMaterialController>();
     if (matController == null) Debug.LogWarning("Cannot find an ObjectMaterialController for the mesh of " + this.name);
 }
Beispiel #4
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 /// <summary>
 /// Awake is being used to initialize all the reference the class needs,
 /// and to bring it to an initial state.
 /// </summary>
 void Awake()
 {
     _omc = gameObject.GetComponent <ObjectMaterialController>();
 }
    void Awake()
    {
        _isActivated = false;
        effects = GetComponentsInChildren<InteractiveEffect>();
        activator = GetComponentInChildren<InteractiveActivator>();
        hintHandler = GetComponent<HintHandler>();
        matController = GetComponentInChildren<ObjectMaterialController>();

        var physicsColliderTr = transform.Find("PhysicsCollider");
        if(physicsColliderTr != null) physicsCollider = physicsColliderTr.GetComponent<Collider>();
    }