void Awake() { anim = GetComponent <Animator> (); monsterBasic = GetComponent <Monster_Basic> (); partialDestruction = GetComponent <PartialDestruction> (); attackTime = Time.time + offSet + fireRateTemp; }
public void RecoveryHealth(Animator _anim, Monster_Basic _monsterBasic) { healed = true; monsterBasic = _monsterBasic; anim = _anim; anim.SetBool("Recovery", true); StartCoroutine(RecoveryCoroutine(3f)); }
void Awake() { anim = GetComponent <Animator> (); monsterBasic = GetComponent <Monster_Basic> (); partialDestruction = GetComponent <PartialDestruction> (); CameraLerpPosition.cameraLerpPosition.failedFunction = failedFunction; StartCoroutine(SpawnMonsters()); StartCoroutine(HealCoroutine(healDelay)); }
void Awake() { rangeFireRateTemp = rangeFireRate; attackTime = Time.time + rangeFireRateTemp; anim = GetComponent <Animator> (); monsterBasic = GetComponent <Monster_Basic> (); barricade = Castle.castle.transform.GetComponent <Barricade> (); partialDestruction = GetComponent <PartialDestruction> (); }
void Awake() { monsterBasic = GetComponent <Monster_Basic> (); anim = GetComponent <Animator> (); monsterSpawnPoint = WaveSpawner.waveSpawner.spawnPoints [0]; leftSkillRateTemp = Random.Range(leftSkillRateMin, leftSkillRateMax); rightSkillRateTemp = Random.Range(rightSkillRateMin, rightSkillRateMax); leftSkillAttackTime = Time.time + leftSkillOffSet + leftSkillRateTemp; rightSkillAttackTime = Time.time + rightSkillOffSet + rightSkillRateTemp; }
void Awake() { monsterBasic = GetComponent <Monster_Basic> (); partialDestruction = GetComponent <PartialDestruction> (); CameraLerpPosition.cameraLerpPosition.failedFunction = failedFunction; spawnRateTemp = Random.Range(spawnRateMin, spawnRateMax); anim = GetComponent <Animator> (); attackTime = Time.time + offSet + spawnRateTemp; ground = new Vector3(2.43f, 2.13f, 0f); sky = new Vector3(2.43f, 3.46f, 0f); StartCoroutine(Shoot()); }
void Awake() { stunnedTime += PlayerPrefs.GetInt("GridEquippedRelicStunPlusTime") / 100; anim = GetComponent <Animator> (); monsterBasic = GetComponent <Monster_Basic> (); }