Ejemplo n.º 1
0
 void Awake()
 {
     anim               = GetComponent <Animator> ();
     monsterBasic       = GetComponent <Monster_Basic> ();
     partialDestruction = GetComponent <PartialDestruction> ();
     attackTime         = Time.time + offSet + fireRateTemp;
 }
Ejemplo n.º 2
0
 public void RecoveryHealth(Animator _anim, Monster_Basic _monsterBasic)
 {
     healed       = true;
     monsterBasic = _monsterBasic;
     anim         = _anim;
     anim.SetBool("Recovery", true);
     StartCoroutine(RecoveryCoroutine(3f));
 }
Ejemplo n.º 3
0
 void Awake()
 {
     anim               = GetComponent <Animator> ();
     monsterBasic       = GetComponent <Monster_Basic> ();
     partialDestruction = GetComponent <PartialDestruction> ();
     CameraLerpPosition.cameraLerpPosition.failedFunction = failedFunction;
     StartCoroutine(SpawnMonsters());
     StartCoroutine(HealCoroutine(healDelay));
 }
Ejemplo n.º 4
0
 void Awake()
 {
     rangeFireRateTemp = rangeFireRate;
     attackTime        = Time.time + rangeFireRateTemp;
     anim               = GetComponent <Animator> ();
     monsterBasic       = GetComponent <Monster_Basic> ();
     barricade          = Castle.castle.transform.GetComponent <Barricade> ();
     partialDestruction = GetComponent <PartialDestruction> ();
 }
Ejemplo n.º 5
0
 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;
 }
Ejemplo n.º 6
0
 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());
 }
Ejemplo n.º 7
0
 void Awake()
 {
     stunnedTime += PlayerPrefs.GetInt("GridEquippedRelicStunPlusTime") / 100;
     anim         = GetComponent <Animator> ();
     monsterBasic = GetComponent <Monster_Basic> ();
 }