void Awake() { damaged = false; IFrameTime = IFRAME_TIME; m_WaitTime = m_StartWaitTime; Player = GameObject.FindWithTag("Player").transform; pouch = (GoldPouch)gameObject.GetComponent <GoldPouch>(); }
void Awake() { startPosition.SetParent(null, true); endPosition.SetParent(null, true); currentGoal = endPosition; reachedGoal = false; damaged = false; IFrameTime = IFRAME_TIME; m_WaitTime = WAITTIME; pouch = (GoldPouch)gameObject.GetComponent <GoldPouch>(); m_RigidBody2D = (Rigidbody2D)gameObject.GetComponent <Rigidbody2D>(); animator = (Animator)gameObject.GetComponent <Animator>(); }
void Awake() { attackBox.enabled = false; AttackTimer = ATTACKTIMER; RecoveryTime = RECOVERYTIMER; enemyState = AttackEnemyState.ENEMY_WAIT; nextEnemyState = AttackEnemyState.ENEMY_WAIT; damaged = false; IFrameTime = IFRAME_TIME; target = Player.transform; pouch = (GoldPouch)gameObject.GetComponent <GoldPouch>(); m_RigidBody2D = (Rigidbody2D)gameObject.GetComponent <Rigidbody2D>(); animator = (Animator)gameObject.GetComponent <Animator>(); }
void Awake() { calledOnce = true; doOnce = false; animator = (Animator)gameObject.GetComponent <Animator>(); m_RigidBody2D = (Rigidbody2D)gameObject.GetComponent <Rigidbody2D>(); pouch = (GoldPouch)gameObject.GetComponent <GoldPouch>(); RecoverTimer = 0; recoveryDone = true; AttackTimer = 0; ShootCoolDownInterval = 0; fireBalls = 0; GroundPounds = 0; facingRight = false; prevFace = false; initPosition = gameObject.transform; currentState = WizardState.STATE_CALM; nextState = currentState; currentAttackState = WizardAttackState.STATE_RECOVERY; nextAttackState = WizardAttackState.STATE_RECOVERY; }