void Awake() { rb2d = GetComponent<Rigidbody2D>(); enemyFireScript = GetComponent<BasicEnemyFire>(); wanderScript = GetComponent<Wander>(); colliderSize = GetComponent<BoxCollider2D>().size; }
void Awake() { wanderScript = GetComponent<Wander>(); fireScript = GetComponent<BasicEnemyFire>(); rb2d = GetComponent<Rigidbody2D>(); boxCollider2d = GetComponent<BoxCollider2D>(); }
void Awake() { enemyHealth = GetComponent<EnemyHealth>(); spriteRenderer = GetComponent<SpriteRenderer>(); firingScript = GetComponent<BasicEnemyFire>(); ActivateGuard(); }
// Use this for initialization void OnEnable() { if (GetComponent <TrailRenderer>()) { GetComponent <TrailRenderer>().Clear(); } hopDelay = Random.Range(0, hopWaitTime); EnemyFire = GetComponent <BasicEnemyFire>(); slitherDir = 1; if (player == null) { player = FindObjectOfType <PlaneFlight>().gameObject; } if (pHolder) { //print("Patrol extracted"); patrol = pHolder.patrol; patrolIndex = 0; float nearestDistance = 1000f; for (int i = 0; i < patrol.Length; ++i) { if ((transform.position - patrol[i].position).magnitude < nearestDistance) { nearestDistance = (transform.position - patrol[i].position).magnitude; patrolIndex = i; } } target = patrol[patrolIndex].gameObject; } else if (followPlayer && player) { target = player; } else if (!target) { target = gameObject; } rb = GetComponent <Rigidbody2D> (); planeMan = FindObjectOfType <PlaneManagement> (); if (followPlayer) { playerCollider = player.GetComponent <Collider2D>(); } fighting = false; // for testing purposes, makes sure it's keeping track of the right plane manager Invoke("CheckAgain", .05f); if (followPlayer) { if (moveParent) { foreach (Collider2D child in transform.parent.GetComponentsInChildren <Collider2D>()) { Physics2D.IgnoreCollision(child, playerCollider, true); } } else { Physics2D.IgnoreCollision(GetComponent <Collider2D>(), playerCollider, true); } } originalOffset = offset; moving = false; UpdateOffsets(true); }