// Use this for initialization void Start() { Stat = FindObjectOfType <NG_StatManager>(); weapon = FindObjectOfType <NG_Weapon>(); upgradeProgress = FindObjectOfType <NG_UpgradeProgress>(); normalColor = GetComponent <SpriteRenderer>().color; }
private void OnEnable() { player = FindObjectOfType <NG_Player>(); playerStats = FindObjectOfType <NG_StatManager>(); playerWeapon = FindObjectOfType <NG_Weapon>(); scoreManager = FindObjectOfType <ScoreManager>(); upgradeProgress = FindObjectOfType <NG_UpgradeProgress>(); circleMenu = FindObjectOfType <NG_CircleMenu>(); UpdateValues(); }
//pushback getters and setters************************************* /*public float Pushback * { get { return pushback; } set { pushback = value; } } * public float PushbackDistance * { get { return pushbackDistance; } set { pushbackDistance = value; } } * public float PushbackTimer * { get { return pushbackTimer; } set { pushbackTimer = value; } } * public bool PushedFromRight * { get { return pushedFromRight; } set { pushedFromRight = value; } }*/ //******************************************************************* //actually we are using this for initialization -NG private void Awake() { enemyHealth.Initialize(); healthBarFollow = GetComponent <NG_BarFollow>(); if (healthBarFollow == null) { Debug.Log("NG_BarFollow.cs has not been assigned to the enemy."); } Stat = FindObjectOfType <NG_StatManager>(); weapon = FindObjectOfType <NG_Weapon>(); upgradeProgress = FindObjectOfType <NG_UpgradeProgress>(); tmpSpeed = moveSpeed; }
// Use this for initialization void Start() { SM = FindObjectOfType <SoundManager>(); RB = GetComponent <Rigidbody2D>(); stat = FindObjectOfType <NG_StatManager>(); SM.snoSound(); //Assigning the player script -NG player = FindObjectOfType <NG_Player>(); weapon = FindObjectOfType <NG_Weapon>(); stat.Energy.CurrentVal -= NRG; player.CurBallCost = NRG; //Check to see if the player is facing left -NG if (player.transform.localScale.x < 0) { throwSpeed = -throwSpeed; } }