// Start is called before the first frame update void Start() { _health = this.gameObject.GetComponent <HealthHandler>(); _method = OnDeath; _renderer = this.gameObject.GetComponent <SpriteRenderer>(); _health.RegisterDeathMethod(_method); _defend.Add(this); }
void Start() { debounce = false; delta = 0f; _health = gameObject.GetComponent <HealthHandler>(); _method = DeathMethod; _health.RegisterDeathMethod(_method); _collider = this.gameObject.GetComponent <BoxCollider2D>(); }
void Start() { status = 0; myCID = CreatureId + 1; CreatureId++; Creatures[myCID] = gameObject; _health = gameObject.GetComponent <HealthHandler>(); _method = DeathMethod; _health.RegisterDeathMethod(_method); _pathAI = gameObject.GetComponent <AIPath>(); killObject = CastleDefend.GetStructure(gameObject); body = gameObject.GetComponent <Rigidbody2D>(); _seeker = gameObject.GetComponent <Seeker>(); scanIndex = Structures.currentScan; _aiPath = gameObject.GetComponent <AIPath>(); direction = 0; _animator = gameObject.GetComponent <Animator>(); _pathAI.maxSpeed = Random.Range(MinSpeed, MaxSpeed); _seeker.StartPath(transform.position, killObject.transform.position, OnPathComplete); }