void Start() { rot = GetComponent <GunnerRotation> (); beamCollider = GetComponent <BoxCollider2D> (); beamCollider.enabled = false; charge.enableEmission = false; beam.enableEmission = false; StartCoroutine(chargingBoom()); GetComponent <State> ().WakeUp(); }
void Start() { state = GetComponent <State> (); last_fire = -1; missileStack = new GameObject[stackSize]; for (int i = 0; i < stackSize; i++) { missileStack[i] = (GameObject)Instantiate(bossMissile, Vector3.zero, Quaternion.identity); missileStack[i].transform.parent = gameObject.transform.parent.transform; missileStack[i].GetComponent <Rigidbody2D>().gravityScale = 0; missileStack[i].SetActive(false); } index = 0; gunnerView = GetComponent <GunnerRotation> (); }