void Start() { points = new Vector3[3]; points[0] = pos; float xMin = Utils.camBounds.min.x + Main.S.enemySpawnPadding; float xMax = Utils.camBounds.max.x - Main.S.enemySpawnPadding; Vector3 v; v = Vector3.zero; v.x = Random.Range(xMin, xMax); v.y = Random.Range(Utils.camBounds.min.y, 0); points[1] = v; v = Vector3.zero; v.y = pos.y; v.x = Random.Range(xMin, xMax); points[2] = v; birthTime = Time.time; if (weaponActive) { weapon.SetType(WeaponType.spread); Invoke("Fire", 3f); } for (int i = 0; i < materials.Length; i++) { materials[i].color = EnemySettings.getColor(3); originalColors[i] = EnemySettings.getColor(3); } ID = 3; }
void Start() { points = new Vector3[2]; Vector3 cbMin = Utils.camBounds.min; Vector3 cbMax = Utils.camBounds.max; Vector3 v = Vector3.zero; v.x = cbMin.x - Main.S.enemySpawnPadding; v.y = Random.Range(cbMin.y, cbMax.y); points[0] = v; v = Vector3.zero; v.x = cbMax.x + Main.S.enemySpawnPadding; v.y = Random.Range(cbMin.y, cbMax.y); points[1] = v; if (Random.value < 0.5f) { points[0].x *= -1; points[1].x *= -1; } birthTime = Time.time; for (int i = 0; i < materials.Length; i++) { materials[i].color = EnemySettings.getColor(2); originalColors[i] = EnemySettings.getColor(2); } ID = 2; }
void Start() { for (int i = 0; i < materials.Length; i++) { materials[i].color = EnemySettings.getColor(0); originalColors[i] = EnemySettings.getColor(0); } ID = 0; }
void Start() { x0 = pos.x; birthTime = Time.time; for (int i = 0; i < materials.Length; i++) { materials[i].color = EnemySettings.getColor(1); originalColors[i] = EnemySettings.getColor(1); } ID = 1; }
void Start() { points = new Vector3[2]; points[0] = pos; points[1] = pos; InitMovement(); Transform t; foreach (Part prt in parts) { t = transform.Find(prt.name); if (t != null) { prt.go = t.gameObject; prt.mat = prt.go.GetComponent <Renderer>().material; } } for (int i = 0; i < materials.Length; i++) { materials[i].color = EnemySettings.getColor(4); originalColors[i] = EnemySettings.getColor(4); } ID = 4; }