public void SetUpIA() { renderers = GetComponentsInChildren <Renderer>(); players = GameManager.instance.players; trsf = transform; trsf.SetParent(GameManager.instance.mobsGroup); eyes = GetComponentsInChildren <IAEye>(); if (eyes.Length == 0) { blind = true; } else { blind = false; for (int i = 0; i < eyes.Length; i++) { eyes[i].iaBase = this; eyes[i].SetUpIA(); } } iaMovement = GetComponentInChildren <IAMovement>(); iaMovement.navMeshAgent = GetComponent <NavMeshAgent>(); iaMovement.SetUpIA(); iaBody = GetComponentInChildren <IABody>(); iaBody.orientationSpeed = iaMovement.data.orientationSpeed; iaBody.SetUpIA(); iaWeapons = GetComponentsInChildren <IAWeapon>(); for (int i = 0; i < iaWeapons.Length; i++) { iaWeapons[i].SetUpIA(); } rgdBody = GetComponent <Rigidbody>(); damageable = GetComponentInChildren <Damageable>(); damageable.maxLifePoint = data.maxLifePoint; moveSoundSource = GetComponent <AudioSource>(); collectableGenerator = GetComponent <CollectableGenerator>(); target = players[0].iaTarget; iaBody.target = target; SetUpPools(); setuped = true; StartCoroutine(SpawnCoroutine()); }
void Start() { Settings.Load(); boundController = _boundController; collectableGenerator = _collectableGenerator; playerController = _playerController; audioController = _audioController; damageIndicator = _damageIndicator; uiStateManager = _uiStateManager; pointsPerCrystal = _pointsPerCrystal; boundBonusPercentage = _boundBonusPercentage; highscore = PlayerPrefs.GetInt("highscore", 0); StartGame(); }
void Start() { platformWidths = new float[platformPoolers.Length]; platformHeights = new float[platformPoolers.Length]; for (int i = 0; i < platformPoolers.Length; i++) { platformWidths[i] = platformPoolers[i].pooledObject.GetComponent <BoxCollider2D>().size.x; platformHeights[i] = platformPoolers[i].pooledObject.GetComponent <BoxCollider2D>().size.y; } distBetweenMin = 3.0f; distBetweenMax = 5.0f; minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; collectableGenerator = FindObjectOfType <CollectableGenerator>(); }