public virtual void Spawn() { IsAlive = true; int random = UnityEngine.Random.Range(1, 5); switch (random) { case 1: Type = IEnemyType.Green; break; case 2: Type = IEnemyType.Blue; break; case 3: Type = IEnemyType.Red; break; case 4: Type = IEnemyType.Yellow; break; default: break; } CurrentState = IEnemyState.InUse; InvockOnSpawn(); }
private void Start() { aS = GetComponent <AudioSource>(); eJ = GetComponentInChildren <EnemyJump>(); rb2D = GetComponent <Rigidbody2D>(); enemyStats = GetComponent <EnemyStats>(); enemyType = GetComponent <IEnemyType>(); attackZone = transform.GetComponentInChildren <EnemyAttack>(); }
public void Start() { corpseHandler = GameObject.FindGameObjectWithTag("CorpseHolder"); currencyHandler = GameObject.FindGameObjectWithTag("LootHolder"); lootList = currencyHandler.GetComponent <AllLoot>(); enemyAI = GetComponent <EnemyAI>(); enemyType = GetComponent <IEnemyType>(); currentPlayer = FindObjectOfType <PlayerHealth>(); }
private void Start() { sightEndT01.position += sightRange; sightEndT02.position += sightRange; sightEndT03.position += sightRange; sightBehindT.position += (sightRange / 2) * -1; rb2D = GetComponent <Rigidbody2D>(); enemyStats = GetComponent <EnemyStats>(); enemyType = GetComponent <IEnemyType>(); attackZone = transform.GetComponentInChildren <EnemyAttack>(); }
void Awake() { enabled = false; enemyType = GetComponent<IEnemyType> (); animator = GetComponent<Animator>(); gameController = GameController.Instance (); if (enemyType !=null && enemyType.Get()==Enums.OWNER.ANY) { gameController.insert (gameObject, false); bubbleColor = staticBubbleColor; } }
//Set all references public virtual void Start() { aS = GetComponent <AudioSource>(); corpseHandler = GameObject.FindGameObjectWithTag("CorpseHolder"); currencyHandler = GameObject.FindGameObjectWithTag("LootHolder"); lootList = currencyHandler.GetComponent <AllLoot>(); enemyAI = GetComponent <EnemyAI>(); enemyType = GetComponent <IEnemyType>(); currentPlayer = FindObjectOfType <PlayerHealth>(); SetLevel(); damage += (damagePerLevel * level) - 1; health += (hpPerLevel * level) - 1; }
public void Start() { gameController = GameController.Instance (); damageable = gameObject.GetComponent<IDamageable>(); enemy = GetComponent<IEnemyType> (); }