private void RandomGenerate() { if (type == "Player") { movementComponent = new ManualMovement(); firingComponent = new NonstopFiring(); bulletComponent = new NormalBullet(); gameObject.tag = "Player"; } else { switch (Random.Range(0, 3)) { case 0: movementComponent = new RandomMovement(); break; case 1: movementComponent = new FollowMovement(); break; case 2: movementComponent = new ChargeMovement(); break; } firingComponent = new IntervalFiring(); switch (Random.Range(0, 2)) { case 0: bulletComponent = new NormalBullet(); score = 5; break; case 1: bulletComponent = new ScatteringBullet(); score = 10; break; } gameObject.tag = "Enemy"; hitPoints = 1; } }
private void Awake() { Health = GetComponent <HealthController>(); if (Health != null) { Health.SetMaxHealth(_data.MaxHealth); Health.OnDead += Dead; } _detectionComponent = GetComponent <DetectionComponent>(); _aimingComponent = GetComponent <AimingComponent>(); _firingComponent = GetComponent <FiringComponent>(); _weapon = GetComponent <Weapon>(); GameEventsManager.OnPlayerDead += DeactivateComponents; }
public void ConfigureSpaceship(MovementComponent move, FiringComponent fire, BulletComponent bullet) { movementComponent = move; firingComponent = fire; bulletComponent = bullet; }