void Start() { // randomly generate a speed based on Min and Max set in editor CurrentSpeed = Random.Range(MinSpeed, MaxSpeed); FireTimer = Random.Range(0.5f, 1f); Timer = Time.time; _EES = EndlessEnemySystem._EES; }
void Start() { // randomly generate a speed based on Min and Max set in editor CurrentSpeed = Random.Range(MinSpeed, MaxSpeed); Timer = Time.time; _EES = EndlessEnemySystem._EES; _IsPurged = false; }
void Start() { // randomly generate a speed based on Min and Max set in editor CurrentSpeed = Random.Range(MinSpeed, MaxSpeed); Timer = Time.time; _EES = EndlessEnemySystem._EES; _IsPurged = false; }
void Start() { // randomly generate a speed based on Min and Max set in editor CurrentSpeed = Random.Range(MinSpeed, MaxSpeed); FireTimer = Random.Range(0.5f, 1f); Timer = Time.time; _EES = EndlessEnemySystem._EES; }
void Awake() { _GameInfo = GameObject.Find("VR_HUDCam").GetComponent <EndlessGameInfo>(); _EES = GameObject.Find("VR_HUDCam").GetComponent <EndlessEnemySystem>(); _HUD = GameObject.Find("HUD").GetComponent <Menu_HUD>(); TopBlock = GameObject.Find("TopBlock"); _Gauntlet = false; //_PreparingBoss = false; BossDying = false; OmegaPop = false; }
void Awake () { _GameInfo = GameObject.Find("VR_HUDCam").GetComponent<EndlessGameInfo>(); _EES = GameObject.Find("VR_HUDCam").GetComponent<EndlessEnemySystem>(); _HUD = GameObject.Find("HUD").GetComponent<Menu_HUD>(); TopBlock = GameObject.Find("TopBlock"); _Gauntlet = false; //_PreparingBoss = false; BossDying = false; OmegaPop = false; }
void Awake () { Time.timeScale = 1; // Reset Time EnemySystem = this.GetComponent<EndlessEnemySystem>(); //LevelAudio = this.GetComponent<AudioSource>(); CurrentScore = 0; _GameState = 1; _Medal = 0; ReadyBoss = false; Paused = false; StatusScreen = false; _IsBossDefeated = false; _AllowMedal = false; _AllowGlobalHighScore = false; }
void Awake() { Time.timeScale = 1; // Reset Time EnemySystem = this.GetComponent <EndlessEnemySystem>(); //LevelAudio = this.GetComponent<AudioSource>(); CurrentScore = 0; _GameState = 1; _Medal = 0; ReadyBoss = false; Paused = false; StatusScreen = false; _IsBossDefeated = false; _AllowMedal = false; _AllowGlobalHighScore = false; }