float tempArmor = 0; // temporary armor that armor gains after being hit, to reduce instagib scenarios void Awake() { initialDeltaTime = Time.fixedDeltaTime; currBreakThreshold = initBreakThreshold; if (flashRed) { FD = GetComponent <FlashDamage>(); } listOfDmgSparks = GameObject.Find("ListOfDmgSparks"); if (!dmgSpark) { dmgSpark = listOfDmgSparks.transform.GetChild(0).gameObject; } }
private void Start() { damageEffect = GetComponentInChildren <FlashDamage>(); health = GameManager.instance.PlayerHealth; }
// Start is called before the first frame update void Start() { _damageEffect = GetComponent <FlashDamage>(); _rb = GetComponent <Rigidbody2D>(); }