void Start() { enemyCol = GetComponentInChildren <EnemyCol>(); bombTimer = Random.Range(1f, 4.0f); startPosition = gameObject.transform.position; targetPosition = new Vector3(10, startPosition.y, 0); StartCoroutine(GoToTarget()); }
// Use this for initialization void Start() { enemyCol = GetComponentInChildren <EnemyCol>(); canSplit = (Random.value > 0.5f); splitTimer = Random.Range(1f, 4.0f); startPosition = gameObject.transform.position; targetPosition = new Vector3(Random.Range(-7, 7), -6, 0); laserLine = GetComponent <LineRenderer>(); laserLine.SetPosition(0, transform.position); laserLine.SetPosition(1, jetTail.position); Quaternion rot = Quaternion.LookRotation(startPosition - targetPosition, gameObject.transform.TransformDirection(Vector3.forward)); gameObject.transform.rotation = new Quaternion(0, 0, rot.z, rot.w); StartCoroutine(GoToTarget()); }
// Start is called before the first frame update void Start() { instance = this; levelNum = LevelController.levelNum - 1; timeDelay1 = 0f; timeDelay2 = 0f; BuildEnemies(); cam = Camera.main; boundXL = cam.ScreenToWorldPoint(Vector3.zero).x; boundXR = cam.ScreenToWorldPoint(new Vector3(cam.pixelWidth, 0f, 0f)).x; boundYU = cam.ScreenToWorldPoint(new Vector3(0f, cam.pixelHeight, 0f)).y; boundYD = cam.ScreenToWorldPoint(new Vector3(0f, 0f, 0f)).y; Debug.Log("level: " + levelNum); this.transform.position = new Vector3(boundXL + 0.6f, 0.5f - levelNum * 2f, 0); this.GetComponent <Rigidbody2D>().velocity = Vector2.right * moveSpeed; }