Example #1
0
 // Start is called before the first frame update
 void Start()
 {
     RGB_Slime_HitBox    = GetComponentInChildren <Mob_Basic_Attack>();
     RGB_Slime_Mo        = GetComponent <RGB_Slime_Movement>();
     RGB_Slime_Att       = GetComponent <RGB_Slime_Attack>();
     RGB_Slime_Collision = GetComponent <BoxCollider2D>();
     RGB_Slime_RB        = GetComponent <Rigidbody2D>();
     Boss_Load_Next_Le   = GetComponent <Boss_Load_Next_Level>();
 }
Example #2
0
 // Start is called before the first frame update
 void Start()
 {
     // Get components
     Doom_Shroom_HitBox    = GetComponentInChildren <Mob_Basic_Attack>();
     Doom_Shroom_Collision = GetComponent <BoxCollider2D>();
     Doom_Shroom_RB        = GetComponent <Rigidbody2D>();
     Doom_Shroom_Att       = GetComponent <Doom_Shroom_Attack>();
     Doom_Shroom_Mo        = GetComponent <Doom_Shroom_Movement>();
     Boss_Load_Next_Le     = GetComponent <Boss_Load_Next_Level>();
     Update_State(Boss_States.Cinematic);
 }
 // Start is called before the first frame update
 void Start()
 {
     // get component
     Electricity_Manager_Mo      = GetComponent <Electricity_Manager_Movement>();
     Electricicy_Manager_At      = GetComponent <Electricicy_Manager_Attack>();
     Electricity_Manager_An      = GetComponent <Electricity_Manager_Animation>();
     Boss_Load_Next_Le           = GetComponent <Boss_Load_Next_Level>();
     Electricity_Manager_Hit_Box = GetComponent <BoxCollider2D>();
     Audio_Prefab_Sp             = GetComponent <Audio_Prefab_Spawner>();
     // Update all scripts states
     Update_State(State);
 }
 // Start is called before the first frame update
 void Start()
 {
     Store_Janitor_He     = GetComponent <Store_Janitor_Health>();
     Store_Janitor_HitBox = GetComponentInChildren <Mob_Basic_Attack>();
     Store_Janitor_Mo     = GetComponent <Store_Janitor_Mouvements>();
     Store_Janitor_Att    = GetComponent <Store_Janitor_Attack>();
     Boss_Load_Next_Le    = GetComponent <Boss_Load_Next_Level>();
     // Call event
     Update_State(State);
     // Subscribe to event
     Event_System.current.onCinematicEnd += Begin_Combat;
 }