Ejemplo n.º 1
0
 void Awake()
 {
     damaged    = false;
     IFrameTime = IFRAME_TIME;
     m_WaitTime = m_StartWaitTime;
     Player     = GameObject.FindWithTag("Player").transform;
     pouch      = (GoldPouch)gameObject.GetComponent <GoldPouch>();
 }
Ejemplo n.º 2
0
 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>();
 }
Ejemplo n.º 3
0
 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>();
 }
Ejemplo n.º 4
0
 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;
 }