void Start()
    {
        Counts     = SaveSystem.GetInstance().generalCounts;
        player_mov = PlayerPosition.GetComponent <MovimentPlayer>();

        DF = GetComponent <DisplayFrase>();

        fullhealth = health;

        agent = GetComponent <NavMeshAgent>();

        skills = new List <Skills>();

        hoScript = GetComponent <HeartOrbit>();
        Orbit    = new Skills(hoScript.getProb(), hoScript.getCD(), true, hoScript.Expansion);
        skills.Add(Orbit);

        hlScript = GetComponent <HeartLaunch>();
        Launch   = new Skills(hlScript.getProb(), hlScript.getCD(), false, hlScript.Launch);
        skills.Add(Launch);

        hcScript = GetComponent <HeartClap>();
        Clap     = new Skills(hcScript.getProb(), hcScript.getCD(), false, hcScript.Clap);
        skills.Add(Clap);

        SkillCD = GetComponent <BossSkillsCD>();

        anim = GetComponentInChildren <Animator>();
        _rb  = GetComponent <Rigidbody>();

        StartCoroutine(StartBattle());
    }
Exemple #2
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    void Start()
    {
        DF = GetComponent <DisplayFrase>();

        Counts = SaveSystem.GetInstance().generalCounts;

        Agent = GetComponent <NavMeshAgent>();

        Path = new NavMeshPath();

        skills = new List <Skills>();

        srScript = GetComponent <SadRain>();

        spScript = GetComponent <SadPistol>();
        Pistol   = new Skills(spScript.getProb(), spScript.getCD(), false, spScript.Pistol);
        skills.Add(Pistol);

        srlScript = GetComponent <SadRoll>();
        Roll      = new Skills(srlScript.getProb(), srlScript.getCD(), false, srlScript.Roll);
        skills.Add(Roll);

        SkillCD = GetComponent <BossSkillsCD>();
        anim    = GetComponentInChildren <Animator>();

        StartCoroutine(StartBattle());
    }
    // Start is called before the first frame update
    void Start()
    {
        df = GetComponent <DisplayFrase>();

        headAnimator = GetComponentInChildren <Animator>();

        counts = SaveSystem.GetInstance().generalCounts;

        skills = new List <Skills>();

        skillsCD = GetComponent <BossSkillsCD>();

        exmScript = GetComponent <ExMissile>();
        Missile   = new Skills(exmScript.getProb(), exmScript.getCD(), false, exmScript.Shoot);
        skills.Add(Missile);

        expScript = GetComponent <ExPillar>();
        Pillar    = new Skills(expScript.getProb(), expScript.getCD(), false, expScript.InkPillar);
        skills.Add(Pillar);

        StartCoroutine(ResetCooldown());


        HitTentacle.tentacleHit += TakeDamage; //registra a funcao TakeDamage ao evento tentacleHit
    }
 void Start()
 {
     Counts           = SaveSystem.GetInstance().generalCounts;
     NormalDialogue   = GetComponent <DisplayFrase>();
     CoordenadaPlayer = 0;
     NumberOfChoices  = 0;
     ControlAcess     = true;
 }
 void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.CompareTag("Player"))
     {
         DF        = other.gameObject.GetComponent <DisplayFrase>();
         firstTime = true;
     }
 }
Exemple #6
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    void Start()
    {
        DF = GetComponent <DisplayFrase>();

        Counts = SaveSystem.GetInstance().generalCounts;

        Level = 0;

        Charger = 0;

        CurrentHP = HitPoints;

        skills = new List <Skills>();

        SkillCD = GetComponent <NewBossSkillCD>();

        PFScript = GetComponent <PunchFloor>();
        Floor    = new Skills(100, PFScript.GetCD(), true, PFScript.Floor);
        skills.Add(Floor);

        PFOScript = GetComponent <PunchFollow>();
        Follow    = new Skills(100, PFOScript.GetCD(), true, PFOScript.Follow);
        skills.Add(Follow);

        PPScript = GetComponent <PunchPrison>();
        Prison   = new Skills(100, PPScript.GetCD(), true, PPScript.Prison);
        //skills.Add(Prison);

        PRScript = GetComponent <PunchRain>();
        Rain     = new Skills(100, 0, true, PRScript.Rain);

        PUScript = GetComponent <PunchUltimate>();
        Ultimate = new Skills(100, 0, true, PUScript.Ultimate);

        anim = GetComponentInChildren <Animator>();

        StartCoroutine(ResetCooldown());
        Platform();
    }