// Use this for initialization protected void Start() { AttackingEntity e = GetComponent <AttackingEntity>(); e.AssignWeapon(AttackingEntity.WeaponSlot.Primary, primary); if (secondary != null) { e.AssignWeapon(AttackingEntity.WeaponSlot.Secondary, secondary); } }
// Use this for initialization protected void Start() { AttackingEntity ae = GetComponent <AttackingEntity>(); switch (type) { case MonsterType.Heavy: ae.AssignWeapon(AttackingEntity.WeaponSlot.Primary, WeaponList.MutantHammer); break; case MonsterType.Stalker: ae.AssignWeapon(AttackingEntity.WeaponSlot.Primary, WeaponList.MutantClaw); break; case MonsterType.Walker: ae.AssignWeapon(AttackingEntity.WeaponSlot.Primary, WeaponList.MutantFist); break; } }