public void SetUp(Transform origin, CentralNervousSystem sender, Transform target, Attack a) { gameObject.layer = origin.gameObject.layer + 1; attack = a; this.origin = origin; this.target = target; attack.sender = sender; }
public void Awake() { prush = this; hans = (Transform)GameObject.FindGameObjectWithTag("Player").transform; hansCNS = hans.GetComponent <CentralNervousSystem> (); hansBrain = hans.GetComponent <HumanInput> (); prushPlatform.gameObject.SetActive(false); }
public IEnumerator VAMPIRIC(CentralNervousSystem sender, float effectValue, float effectTime) { float count = 0; //cns.PostMessage ("Vampiric Effect!", Color.magenta); while (count <= (int)effectTime) { yield return(new WaitForSeconds(1.0f)); cns.ChangeHealth((int)-effectValue, Color.magenta); sender.ChangeHealth((int)effectValue, Color.magenta); count++; } }
public void Awake() { cns = GetComponent <CentralNervousSystem> (); }
public void Awake() { humanInput = this; cns = gameObject.GetComponent <CentralNervousSystem> (); }
// Use this for initialization public void SetUp(CentralNervousSystem central) { cns = central; colorWeakness = central.colorWeakness; colorDamageMultiplier = central.colorDamageMultiplier; }
void Awake() { rigi = GetComponent <Rigidbody2D> (); cns = GetComponent <CentralNervousSystem> (); }
public void SetUp(CentralNervousSystem central) { cns = central; }
public void Awake() { cns = gameObject.GetComponent <CentralNervousSystem> (); r = gameObject.GetComponent <SpriteRenderer> (); ri = gameObject.GetComponent <RigidbodyInterface> (); }