private void UpdateFloatBehavior() { FloatBehavior f_b = GetComponent <FloatBehavior>(); if (f_b != null) { f_b.enabled = !spawning; } }
// Use this for initialization void Start() { parent = transform.parent.gameObject.GetComponent <EnemySpawnerController>(); hp_slider.maxValue = max_hp; hp_slider.value = hit_points; ChooseNewPitch(); choose_new_pitch = false; ApplyDifficulty(); instrument_used = instrument_choices[Random.Range(0, instrument_choices.Length)]; Instantiate(instrument_used, transform); particleSys = GetComponentsInChildren <ParticleSystem>(); childSprites = GetComponentsInChildren <SpriteRenderer>(); float_behavior = GetComponent <FloatBehavior>(); allSprites.Add(GetComponent <SpriteRenderer>()); foreach (SpriteRenderer sprite in childSprites) { allSprites.Add(sprite); } reloading_time = Random.Range(0.0f, reload_in_sec); this_target = GetComponent <ThisTarget>(); this_target.frequency = note_freq; this_target.targetable = targetable; }