private void Awake() { if (S != null) { Destroy(gameObject); } else { S = this; } playerDead = true; AutoFire = true; // set up ship bounds shipBnd = GetComponent <BoundaryCheck>(); shipBnd.keepOnScreen = true; weapon = GetComponentInChildren <Weapon>(); spriteRend = GetComponent <SpriteRenderer>(); engRends = engines.GetComponentsInChildren <SpriteRenderer>(); engineColor = spriteRend.color; ExtraLives = 2; }
// Use this for initialization void Awake() { spriteRend = GetComponent <SpriteRenderer>(); color = spriteRend.color; boundaryCheck = GetComponent <BoundaryCheck>(); rb2d = GetComponent <Rigidbody2D>(); // Set velocity Vector3 vel = Vector3.down; vel *= Random.Range(driftMinMax.x, driftMinMax.y); rb2d.velocity = vel; birthTime = Time.time; }
// Use this for initialization public virtual void Awake() { enemyRenderer = gameObject.GetComponent <SpriteRenderer>(); originalColor = enemyRenderer.color; boundaryCheck = GetComponent <BoundaryCheck>(); if (GameObject.FindWithTag("Level")) { levelFireChance = GameObject.FindWithTag("Level").GetComponent <LevelManager>().levelEnemyFireChance; } startHealth = health; // used to calcluate injury stages of a Boss if (PlayerPrefs.GetInt("startLevel") == 6) { currentDifficulty = infiniteDifficulty; } else { currentDifficulty = difficulty; } }