Ejemplo n.º 1
0
    // Start is called before the first frame update
    void Start()
    {
        Watcher_Robot_An  = GetComponent <Watcher_Robot_Animation>();
        Watcher_Robot_La  = GetComponentInChildren <Watcher_Robot_Lazer>();
        Watcher_Robot_Mo  = GetComponent <Mob_Basic_Movement>();
        Target            = Watcher_Robot_Mo.Target;
        Max_View_Distance = Watcher_Robot_Mo.Max_View_Distance;
        switch (Global_Variable.Difficulty_Level)
        {
        case 2:
            Current_Aim_Time = Aim_Time_Hard;
            break;

        case 1:
            Current_Aim_Time = Aim_Time_Normal;
            break;

        default:
            Current_Aim_Time = Aim_Time_Easy;
            break;
        }
        // Do the update
        Update_Attack(Current_Attack);
        Update_State(Current_State);
        // Pipe event subscription
        Event_System.current.onPipeEntered += Piped;
    }
Ejemplo n.º 2
0
 // Start is called before the first frame update
 void Start()
 {
     // Get Movement script and get target
     Watcher_Robot_Mo = GetComponentInParent <Mob_Basic_Movement>();
     //Watcher_Robot_RC = GetComponentInChildren<Watcher_Robot_RayCast>();
     Target = Watcher_Robot_Mo.Target;
 }
Ejemplo n.º 3
0
    // Start is called before the first frame update
    void Start()
    {
        Mob_Basic_Mo = GetComponent <Mob_Basic_Movement>();
        Mob_Basic_An = GetComponent <Mob_Basic_Animation>();
        switch (Global_Variable.Difficulty_Level)
        {
        case 2:
            Current_Health = Health_Hard;
            break;

        case 1:
            Current_Health = Health_Normal;
            break;

        default:
            Current_Health = Health_Easy;
            break;
        }
    }
Ejemplo n.º 4
0
    // Start is called before the first frame update
    void Start()
    {
        Blue_Slime_Ex   = GetComponentInChildren <Blue_Slime_Explode>();
        Blue_Slime_An   = GetComponent <Blue_Slime_Animation>();
        WatcherRobot_Mo = GetComponent <Mob_Basic_Movement>();
        Audio_Prefab_Sp = GetComponent <Audio_Prefab_Spawner>();
        switch (Global_Variable.Difficulty_Level)
        {
        case 2:
            Current_Health = Health_Hard;
            break;

        case 1:
            Current_Health = Health_Normal;
            break;

        default:
            Current_Health = Health_Easy;
            break;
        }
    }
Ejemplo n.º 5
0
    // Start is called before the first frame update
    void Start()
    {
        // Get the target and the view distance of the movement component
        Mob_Basic_Mo      = GetComponent <Mob_Basic_Movement>();
        Mob_An            = GetComponent <Animator>();
        Target            = Mob_Basic_Mo.Target;
        Max_View_Distance = Mob_Basic_Mo.Max_View_Distance;
        // Subscribe to the pipe event to Unagro the mob when the target is in a pipe
        Event_System.current.onPipeEntered += Unagro_Target;
        switch (Global_Variable.Difficulty_Level)
        {
        case 2:
            Current_Attack_Delay = Hard_Attack_Delay;
            break;

        case 1:
            Current_Attack_Delay = Normal_Attack_Delay;
            break;

        default:
            Current_Attack_Delay = Easy_Attack_Delay;
            break;
        }
    }