// Use this for initialization void Start() { health = phase1 = 1050 * 4.5f; phase2 = 950 * 4.5f; phase3 = 850 * 4.5f; phase4 = 750 * 4.5f; phase5 = 650 * 4.5f; phase6 = 550 * 4.5f; phase7 = 450 * 4.5f; phase8 = 350 * 4.5f; phase8p1 = 50 * 4.5f; phase8p2 = 100 * 4.5f; phase8p3 = 150 * 4.5f; phase8p4 = 200 * 4.5f; phase8p5 = 250 * 4.5f; phase8Move = false; canMove = true; canShoot = true; destroy = false; fading = true; //t = Time.time; phase = 1; damageReceivedMultiplier = 1; sparks.SetActive(false); sr = GetComponent <SpriteRenderer>(); player = GameObject.FindGameObjectWithTag("Player").transform; drop = wepDrop.GetComponent <DropWeaponOnDestroy> (); dropManager = GameObject.Find("AbilityDropManager").GetComponent <AbilityRewardsDropList>(); dropManager.AddBossDropsToList(4); Instantiate(spawn1, transform.position, Quaternion.identity); Instantiate(spawn2, transform.position, Quaternion.identity); }
// Use this for initialization void Start() { health = phase1 = 350; phase2 = 283; phase3 = 216; phase4 = 150; canMove = true; canShoot = true; destroy = false; phase = 1; phaseIndicator.text = "4"; damageReceivedMultiplier = 1; sparks.SetActive(false); sr = GetComponent <SpriteRenderer>(); player = GameObject.FindGameObjectWithTag("Player").transform; dropManager = GameObject.Find("AbilityDropManager").GetComponent <AbilityRewardsDropList>(); drop = wepDrop.GetComponent <DropWeaponOnDestroy> (); specialHitInterval = 0.2f; wepIDs = new List <string>(); dropManager.AddBossDropsToList(1); fading = true; Instantiate(spawn1, transform.position, Quaternion.identity); Instantiate(spawn2, transform.position, Quaternion.identity); }
// Use this for initialization void Start() { health = phase1 = 150 * 3.5f; phase9 = 150 * 3.5f; canMove = true; canShoot = true; phase = 8; minised = false; damageReceivedMultiplier = 1; sparks = (GameObject)(Resources.Load("Sparks")); sparks.SetActive(false); sr = GetComponent <SpriteRenderer>(); player = GameObject.FindGameObjectWithTag("Player").transform; Invoke("LateStart", 0.05f); dropManager = GameObject.Find("AbilityDropManager").GetComponent <AbilityRewardsDropList>(); dropManager.AddBossDropsToList(5); }
// Use this for initialization void Start() { health = phase1 = 500 * 1.5f; phase2 = 400 * 1.5f; phase3 = 300 * 1.5f; phase4 = 200 * 1.5f; phase5 = 100 * 1.5f; phase6 = 0; canMove = true; canShoot = true; destroy = false; phase = 1; damageReceivedMultiplier = 1; sparks.SetActive(false); sr = GetComponentsInChildren <SpriteRenderer> (); player = GameObject.FindGameObjectWithTag("Player").transform; parts = GetComponentsInChildren <Stage3BossPart> (); spawnTimer = 0; spawnDelay = 2f; spawnPos = transform.GetChild(4); bulletAngle = 0; addAngle = -2.5f; shiftCenter = false; shiftCamera = false; startNormalization = false; normalized = false; deadParts = 0; drop = wepDrop.GetComponent <DropWeaponOnDestroy> (); fading = true; dropManager = GameObject.Find("AbilityDropManager").GetComponent <AbilityRewardsDropList>(); dropManager.AddBossDropsToList(2); Instantiate(spawn1, transform.position, Quaternion.identity); Instantiate(spawn2, transform.position, Quaternion.identity); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody2D>(); SetUpSparks(); //copied from Enemy.cs targetA = new Vector2(1, 4); //set some initial targets; for testing moving onto the screen. targetB = new Vector2(-4, 0); targetC = new Vector2(1, -4); //this will be overwritten by the generator immediately btw. testing with invalid pTransform = GameObject.FindGameObjectWithTag("Player").transform; targetP = pTransform.position; currentTargetNo = 1;//start by going for target 1/a. currentTarget = targetA; acquiringTarget = true; //these should always be the inverse of eachother, and therefore we don't need 2... snekking = false; //but having both could help, and certainly helps when reading. invulnerable = true; speed = 2.0f; //movement speed speedMIncrement = 0.5f; //amount the multiplier increases by per charge attack. speedMultiplier = 1.0f; //MS multiplier. apply when missing segments. Caps at 2.5/3/4. maxX = 7.0f; maxY = 4.0f; minRange = 4.0f; turningLeft = true; snekkingMaxAngle = 40.0f; snekkingAngle = snekkingMaxAngle / 2; turnSpeed = 60.0f; normalMovement = false; preparingCharge = false; charging = false; postChargeWait = false; segmentsDestroyed = 0; lastSegCount = 0; //if segmentsDestroyed > this number, state may update. health = 100.0f; damageReceivedMultiplier = 1; chargePrepTimeBase = 2.0f; //maybe alter these on difficulties. chargingTimeBase = 1.5f; postChargingTimeBase = 1.5f; if (Global.Difficulty == Global.RECRUIT) { lerpSpeed = 0.5f; } else if (Global.Difficulty == Global.VETEREN) { lerpSpeed = 0.75f; } else if (Global.Difficulty == Global.BATTLEH) { lerpSpeed = 1.0f; } //aesthetics/flair; sr = GetComponent <SpriteRenderer>(); srShield.sortingOrder = sr.sortingOrder + 1; srLayer = 30; //should be unused atm drop = wepDrop.GetComponent <DropWeaponOnDestroy>(); //weapon use bladeL.SetActive(false); //disables left blade bladeR.SetActive(false); //disables right blade BeginNormalMovement(); SetHeadTransform(); //SetPassSRLayer(); //deactive due to mysteries. hardCodeCharge = false; dropManager = GameObject.Find("AbilityDropManager").GetComponent <AbilityRewardsDropList>(); dropManager.AddBossDropsToList(3); }