// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); drop = (GameObject)Resources.Load("Prefabs/Drops/DropLife", typeof(GameObject)); playerstatus = player.GetComponent <Player> (); // speedMoves,health, damege, range, armor, player; warrior = new WarriorCommands(speedMoves, health + (playerstatus.fullHealth * 0.1f), damage + Random.Range(playerstatus.armor * 0.2f, playerstatus.armor * 0.4f) + (int)Mathf.Log(playerstatus.lvl + 1) + 1, range, armor + Random.Range(playerstatus.damage * 0.1f, playerstatus.damage * 0.2f) + (int)Mathf.Log(playerstatus.lvl + 1) + 1, player.GetComponent <Player>()); healthBar = GetComponent <ControllerEnemyHealthBar>(); healthBar.ChangeHealthvalue(warrior.fullhealth, warrior.health); points += playerstatus.lvl; }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); range = 4f; playerstatus = player.GetComponent <Player> (); // speedMoves,health, damege, range, armor, player; bulets = new BuletsCommands( speedMoves + (int)Mathf.Log(playerstatus.lvl), 1, damage + (Random.Range(playerstatus.armor * 0.3f, playerstatus.armor * 0.4f) + ((int)Mathf.Log(playerstatus.lvl + 1) + 1)), range, 0, player.GetComponent <Player>()); randomDirectionBulets = player.transform.position; randomDirectionBulets.z = Random.Range(20f, -20f); gameObject.transform.LookAt(randomDirectionBulets); }
// Use this for initialization void Start() { timeBetweenAttacks = Random.Range(2f, 4f); player = GameObject.FindGameObjectWithTag("Player"); range = Random.Range(40f, 70f); drop = (GameObject)Resources.Load("Prefabs/Drops/DropLife", typeof(GameObject)); playerstatus = player.GetComponent <Player> (); // speedMoves,health, damege, range, armor, player; archer = new ArcherCommands(speedMoves, health + (playerstatus.fullHealth * 0.1f), 0, range, armor + (playerstatus.damage * 0.1f), player.GetComponent <Player>()); healthBar = GetComponent <ControllerEnemyHealthBar>(); healthBar.ChangeHealthvalue(archer.fullhealth, archer.health); points = 10 + playerstatus.lvl; }