void Start() { scoreHealth = GameObject.Find("ScoreStatus").GetComponent <HealthAndScore>(); damageType = gameObject.GetComponentInParent <Playermovement>(); damageDone = 1; }
private void Start() { dead = false; player.freezeRotation = true; collie = GetComponent <Collider>(); hitColliderRed.enabled = false; hitColliderBlue.enabled = false; meshy.enabled = false; meshy2.enabled = false; statMagnitude = 1f; boom.Stop(); HAS = GameObject.Find("ScoreStatus").GetComponent <HealthAndScore>(); //stats van elk karakter //Runner if (isRunner == true) { charHealth = 5; charDamage = 1f; charSpeed = 1; maxSpeed = 10f * (charSpeed); if (teamRed == true) { charPlane.material = redRunnerMat; } else { charPlane.material = blueRunnerMat; } } //Brawler if (isBrawler == true) { charHealth = 15; charDamage = 5f; charSpeed = 0.6f; maxSpeed = 10f * (charSpeed); if (teamRed == true) { charPlane.material = redBrawlerMat; } else { charPlane.material = blueBrawlerMat; } } //Fighter if (isFighter == true) { charHealth = 10; charDamage = 2f; charSpeed = 0.8f; maxSpeed = 10f * (charSpeed); if (teamRed == true) { charPlane.material = redFighterMat; } else { charPlane.material = blueFighterMat; } } //jumpheight per character if (isRunner == true) { jumpHeight = jumpHeight * 8; } if (isFighter == true) { jumpHeight = jumpHeight * 11; } if (isBrawler == true) { jumpHeight = jumpHeight * 9; } }
// Start is called before the first frame update void Start() { scoreHealth = GameObject.Find("ScoreStatus").GetComponent <HealthAndScore>(); }