// Start is called before the first frame update void Start() { health = maxHealth; aliveVar = GetComponent <AliveOrDeath>(); AliveOrNot(true); anim = GetComponentInChildren <Animator>(); sceneLoaderVar = FindObjectOfType <SceneLoader>(); }
private void OnTriggerEnter2D(Collider2D collision) { AliveOrDeath aliveOrDeath = collision.GetComponent <AliveOrDeath>(); if (aliveOrDeath != null) { if (aliveOrDeath.alive) { LeanPool.Despawn(gameObject); } } else { LeanPool.Despawn(gameObject); } }
// Start is called before the first frame update void Start() { player = FindObjectOfType <Player>(); player.onDeath += onPlayerDeath; //movement = GetComponent<ZombieMovement>(); movement = GetComponent <AIPath>(); target = GetComponent <AIDestinationSetter>(); anim = GetComponentInChildren <Animator>(); rb = GetComponent <Rigidbody2D>(); //Debug.Log(Mathf.Cos(Mathf.PI)); //Debug.Log(gameObject.name + " : " + transform.up); //Vector3 newUP = new Vector3 ; //Debug.Log(gameObject.name + " : " + RotateVector(transform.up, 360f)); health = maxHealth; onHealthChanged(); aliveVar = GetComponent <AliveOrDeath>(); AliveOrNot(true); rZone = FindObjectsOfType <RescueZone>(); if (finalBoss) { ActivateRescueZone(false); } previousPoint = Instantiate(pointPrefab, transform.position, Quaternion.identity); currentPatrolPoint = 0; if (patrolPoints.Length <= 1) { activeBehavior = BaseBehavior.GUARD; startGuardRotation = new Vector3(transform.up.x, transform.up.y, 0); } else if (patrolPoints.Length > 1) { activeBehavior = BaseBehavior.PATROLING; } canAttack = true; ChangeState(ZombieStates.RETURN); }
// Start is called before the first frame update void Start() { aliveOrDeath = GetComponent <AliveOrDeath>(); rb = GetComponent <Rigidbody2D>(); anim = GetComponentInChildren <Animator>(); }
// Start is called before the first frame update void Start() { anim = GetComponentInChildren <Animator>(); aliveVar = GetComponent <AliveOrDeath>(); AliveOrNot(true); }