void Start() { m_CurrentState = EnemyStates.IDLE; m_SpaceshipBehaviour = GetComponent <SpaceshipBehaviour>(); m_MainCamera = Camera.main; GenerateTargetPosition(); }
private void Start() { Text[] texts = GetComponentsInChildren <Text>(); m_InventoryBehaviour = m_MainPlayer.GetComponent <InventoryBehaviour>(); m_SpaceshipBehaviour = m_MainPlayer.GetComponent <SpaceshipBehaviour>(); foreach (Text text in texts) { switch (text.name) { case "Score": m_ScoreText = text; UpdateScore(); break; case "Health": m_HealthText = text; UpdateHealth(); break; } } RawImage[] rawImages = GetComponentsInChildren <RawImage>(); foreach (RawImage image in rawImages) { switch (image.name) { case "BasicFire": m_BasicShoot = image; break; case "DoubleFire": m_DoubleShoot = image; break; case "Missile": m_MissileShoot = image; break; case "Invulnerability": m_Invulnerability = image; break; } } m_OriginalColor = m_BasicShoot.color; UpdatePrimarySlot(); UpdateSecondarySlot(); GameFlowManager.Instance.m_ScoreChangedEvent.AddListener(UpdateScore); m_SpaceshipBehaviour.m_HealthChangedEvent.AddListener(UpdateHealth); m_InventoryBehaviour.m_PrimarySlotChangedEvent.AddListener(UpdatePrimarySlot); m_InventoryBehaviour.m_SecondarySlotChangedEvent.AddListener(UpdateSecondarySlot); }
void Start() { m_IsInsideCamera = false; m_MovingTop = true; m_IsRageMode = false; m_SpaceshipBehaviour = GetComponent <SpaceshipBehaviour>(); m_InventoryBehaviour = GetComponent <InventoryBehaviour>(); m_SpriteRenderer = GetComponent <SpriteRenderer>(); m_ReceiveDamageEffect = GetComponent <ReceiveDamageEffect>(); m_MaxHealth = m_SpaceshipBehaviour.m_Health; m_SpaceshipBehaviour.m_CanRecieveDamage = false; AudioSource[] sources = GetComponents <AudioSource>(); m_RageEnterSound = sources[sources.Length - 1]; }
void Start() { m_SpaceshipBehaviour = GetComponent <SpaceshipBehaviour>(); }
private void Start() { m_MainSpaceshipBehaviour = GetComponent <SpaceshipBehaviour>(); }
void Start() { m_SpaceshipBehaviour = GetComponent <SpaceshipBehaviour>(); m_CurrentState = EnemyStates.IDLE; }