// Use this for initialization void Start () { base.Start(); if(HealthBar != null) { GameObject bar = (GameObject)Object.Instantiate(HealthBar, transform.position, Quaternion.identity); //healthBarScript = HealthBar.GetComponent<HealthBarScript>(); healthBarScript = bar.GetComponent<HealthBarScript>(); hasHealthBar = true; } //first attack was set in editor if(AttackOne != null) { attackOnePresent = true; firstAttack = 1; lastAttack++; } //second attack is set in editor if(AttackTwo != null) { attackTwoPresent = true; lastAttack++; } //third attack is set in editor if(AttackThree != null) { attackThreePresent = true; lastAttack++; } //assigns actual update time, using the time variables * 60; straightLength = (int)(TimeStraight * 60f); vertLength = (int)(TimeTurning * 60f); coolDownLength = (int)(TimeCoolDown * 60f); //sets directional vectors, this way I dont have to continually make new ones over the course of the game. forward = new Vector3(0f, 1f, 0f); diagRight = new Vector3(1f, 1f, 0f); diagLeft = new Vector3(-1f, 1f, 0f); //finds and sets the player object as target, used so I can check if I want to attack. target = GameObject.FindGameObjectWithTag("Player"); //instantiates xRange xRange = new Vector2(); }
// Use this for initialization void Start() { currentHealth = maxHealth; changeMeshScript = GetComponent<ChangeMeshOnAnimation>(); healthBar = GetComponentInChildren<HealthBarScript>(); }
void Start() { healthBar = GameObject.FindGameObjectWithTag("Player").GetComponent<HealthBarScript>(); // 2 - Limited time to live to avoid any leak Destroy(gameObject, 4); // 4sec }
// Use this for initialization void Start() { characterAnimator = GetComponentInChildren<Animator>(); healthBar = GetComponentInChildren<HealthBarScript>(); Begin(); }
// Start is called before the first frame update void Start() { _animator = GetComponent <Animator>(); HealthBarScript.SetHealthBarValue(1); }
private void Awake() { health = GetComponentInChildren <HealthBarScript>(); health.healthbarbackground.gameObject.SetActive(false); }
// Use this for initialization void Start() { //Find the player playerBody = GameObject.Find("PlayerController").transform; //Find attackPoints 3 and 4 attackPoint3 = GameObject.Find("AttackPoint3").transform; attackPoint4 = GameObject.Find("AttackPoint4").transform; //Find the player HealthBarScript playerHP = playerBody.GetComponent<HealthBarScript>(); //Find the Weapon enemyWeapon = GetComponentInChildren<Transform>(); kickRate = coolDownKick; sphereRate = coolDownSphere; exeRate = coolDownExe; }
private void Start() { DontDestroyOnLoad(this.gameObject); PlayerHealthManager = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealthManager>(); HealthBarScript = GameObject.FindGameObjectWithTag("HealthBar").GetComponent <HealthBarScript>(); }
// Use this for initialization void Start() { //Get the reference to the Player's health playerHealth = FindObjectOfType <HealthBarScript>(); }
private void Start() { layout = GetComponent <LayoutElement>(); image = GetComponent <Image>(); healthBar = GetComponentInParent <HealthBarScript>(); }
// Brings the current hp up to the max hp // Grabs the object and component for the canvas and health bar script private void OnEnable() { currentHealth = maxHealth; healthObject = GameObject.Find("WorldSpaceCanvas"); healthBar = healthObject.GetComponent <HealthBarScript>(); }
// Use this for initialization void Start() { health = GameObject.FindGameObjectWithTag ("Player").GetComponent<HealthBarScript> (); }
// Use this for initialization void Start() { healthBar = transform.parent.GetComponentInChildren<HealthBarScript>(); }