// Start is called before the first frame update void Start() { EM = GameObject.Find("GameManagement").GetComponent <EnemyManage>(); time = MaxTime; velocity = Direction.normalized * Speed; mAudioSrc = GetComponent <AudioSource>(); mAudioSrc.Play(); }
// Start is called before the first frame update void Start() { acceleration = InitialAcceleration; EM = GameObject.Find("GameManagement").GetComponent <EnemyManage>(); velocity = Direction.normalized * Speed; mAudioSrc = GetComponent <AudioSource>(); mAudioSrc.Play(); //startTime = 1.0f; }
private void InitManager() { uiMng = new UIManager(this); DgMapMng = new DungenMapManager(this); EnMng = new EnemyManage(this); uiMng.OnInit(); DgMapMng.OnInit(); EnMng.OnInit(); }
void OnEnable() { path = GameObject.Find("Path").GetComponent <PathCreator>().path; segmentIndex = 0; PositionOffset = Random.insideUnitCircle * Random.Range(-OffsetAmount, OffsetAmount); RecomputeSegment(); transform.position = A; EM = GameObject.Find("GameManagement").GetComponent <EnemyManage>(); // Debug.Log(path.GetPointsInSegment(0)); }
//private readonly float EPSILON = 1e-4f; // TODO: health and show health bar // TODO: collision with the attack and reduce the health, collision to the endpoint. // Start is called before the first frame update void OnEnable() { isAvailable = true; health = MaxHealth; healthBarObj = gameObject.transform.Find("HealthBar"); healthBar = healthBarObj.GetComponent <HealthBar>(); healthBarObj.gameObject.SetActive(false); GM = GameObject.Find("GameManagement").GetComponent <GameManagement>(); EM = GameObject.Find("GameManagement").GetComponent <EnemyManage>(); }
// Start is called before the first frame update void Start() { EM = GameObject.Find("GameManagement").GetComponent <EnemyManage>(); enemyTags = Enemies.Select(e => e.tag).ToList(); }