} // Used by AI to turn shield on or off private void Start() { AOScript = gameObject.GetComponent <AudioOcclusion>(); if (!gameObject.CompareTag("Non-playables")) { startingHP = mech.health; currentHP = startingHP; normalShieldLevels = mech.defense; shields = mech.defense; shieldsChargesLeft = mech.shieldCharges; scoreHandler = GetComponent <ScoreHandler>(); isUsingShield = false; ShouldUseShield(false); } respawnManager = GameObject.Find("SpawnManager").GetComponent <SpawnParticipantIfAble>(); if (gameObject.CompareTag("Player")) { setVcamScript = GetComponent <SetVcamFollowAndLookAt>(); playerCamNoise = setVcamScript._vcam.GetComponent <PlayerCamNoise>(); } if (GetComponent <DoubleStatsSpecial>() != null) { doubleStats = GetComponent <DoubleStatsSpecial>(); } }
void Awake() { switch (PlayerPrefs.GetString("Player Mech")) { case "Speed": playerMech = playerClasses[0]; break; case "Damage": playerMech = playerClasses[1]; break; case "All-purpose": playerMech = playerClasses[2]; break; default: playerMech = playerClasses[0]; break; } spawnedEnemies = new List <GameObject>(); if (derandomizeSpawn) { Debug.Log("Derandomizing spawn points for testing purposes"); } respawnGOs = GetComponent <SpawnParticipantIfAble>(); respawnGOs._spawnPoints = spawnPointsList; SpawnPlayer(); for (int i = 0; i < numberOfAIParticipants; i++) { Transform spawnPoint = SelectSpawnPoint(); SpawnMechAt(spawnPoint); // Remove the spawn point: spawnPointsList.Remove(spawnPoint); } }