void Awake() { damage = GetComponent <AOEDamage>(); anim = this.GetComponentInChildren <Animator>(); particles = this.GetComponentInChildren <ParticleSystem>(); Pause(); }
/*public void RearrangeEnemies() * { * for (int i = 0; i < enemies.Count; i++) * { * Enemy enemy = enemies[i]; * if (enemy.order != i) * { * enemy.MoveToPosition(GetRightEnemyPosition(i)); * enemy.order = i; * } * } * }*/ // Function for test // Spawn a AOE with 10000 damage and radius of 1 // at position 2 (covers position 1, 2, 3) // activated after 5 seconds public void SpawnAOEDamage(float time, int radius, int center, int damage) { AOEDamage dam = Instantiate(AOEPrefab, positions[center] - new Vector3(0, 1.8f, 0), Quaternion.identity).GetComponent <AOEDamage>(); dam.Initialize(time, radius, center, damage); aoe.Add(dam); }
// Use this for initialization void Start() { playerCurrentHealth = playerHealth; playerAbilities = new BaseEffect[8]; cards = new Animator[3]; playerAbilities[0] = new FireBallSpawn(StandardFireBall, mainCamera, this.transform, 1); playerAbilities[1] = new HealEffect(10); playerAbilities[2] = new AOEDamage(DmgAoe, mainCamera); playerAbilities[3] = new AOEDamage(HealAoe, mainCamera); playerAbilities[4] = new FireBallSpawn(FireBall, mainCamera, this.transform, 1); playerAbilities[5] = new FireBallSpawn(FireBall, mainCamera, this.transform, 2); playerAbilities[6] = new FireBallSpawn(FireBall, mainCamera, this.transform, 3); playerAbilities[7] = new AOEDamage(ShieldAoe, mainCamera); playerMovementScript = GetComponent <Movement>(); for (int i = 0; i < 3; i++) { cards[i] = shopCards[i].GetComponent <Animator>(); displayCardScriptShopCards[i] = shopCards[i].GetComponent <DisplayCard>(); draggableShopCards[i] = shopCards[i].GetComponent <Draggable>(); } currentBossPrefab = currentBossPrefab = Instantiate(enemies[currentBoss], new Vector3(0, 1, 0), enemies[currentBoss].transform.rotation); playerAnimator = GetComponent <Animator>(); //battleWon(); }