// Use this for initialization void Start() { Vector3 aVector; Vector3 bVector; player = GameObject.Find("Player"); Xwaypoints = (waveConfig.GetWaypoints()); waypoints = new Vector3[2]; waypoints[0].x = Xwaypoints[0].transform.position.x; waypoints[0].y = Xwaypoints[0].transform.position.y; waypoints[1].x = Xwaypoints[1].transform.position.x; waypoints[1].y = Xwaypoints[1].transform.position.y; // Debug.Log(waypoints[0]) // aVector.x = Random.Range(-8.5f, 8.5f); aVector.x = player.transform.position.x + Random.Range(-0.1f, 0.1f); waypoints[0].x = aVector.x; waypoints[1].x = aVector.x; // waypoints[1].transform.position = bVector; transform.position = waypoints[0]; moveSpeed = waveConfig.GetmoveSpeed(); thisEnemyIndex = GetComponent <enemy>().thisEnemyIndex; agent = FindObjectOfType <LaserAgent>(); }
// Use this for initialization void Start() { shotCounter = Random.Range(minTimeBetweenShots, maxTimeBetweenShots); health = StartHealth; //Debug.Log("enemy laser from Start:"+xProjectile); aKeepScore = FindObjectOfType <keepScor>(); agent = FindObjectOfType <LaserAgent>(); Player = GameObject.Find("Player"); if (agent != null) { thisEnemyIndex = agent.getFirstAvailableEnemyIndex(1); if (thisEnemyIndex >= 0) { agent.setEnemyActive(1, thisEnemyIndex, true); /* turn enemy to active*/ } else { Destroy(gameObject); } } else { Destroy(gameObject); } }
// Use this for initialization void Start() { SetUpMoveBoundaries(); // Debug.Log("player laser" + aLaser); health = StartHealth; agent = FindObjectOfType <LaserAgent>(); aKeepScore = FindObjectOfType <keepScor>(); }
// Use this for initialization void Start() { waypoints = waveConfig.GetWaypoints(); transform.position = waypoints[0].transform.position; moveSpeed = waveConfig.GetmoveSpeed(); thisEnemyIndex = GetComponent <enemy>().thisEnemyIndex; agent = FindObjectOfType <LaserAgent>(); }
// Update is called once per frame void Update() { //Move(); // Fire(); if (agent == null) { agent = FindObjectOfType <LaserAgent>(); } }
// Update is called once per frame void Update() { if (player == null) { player = GameObject.Find("Player"); } if (agent == null) { agent = FindObjectOfType <LaserAgent>(); } }
// Update is called once per frame void Update() { if (thisEnemyIndex == -1) { thisEnemyIndex = GetComponent <enemy>().thisEnemyIndex; } if (agent == null) { agent = FindObjectOfType <LaserAgent>(); } Move(); }
// Use this for initialization void Start() { agent = FindObjectOfType <LaserAgent>(); Player = GameObject.Find("Player"); if (agent != null) { thisEnemyLaserIndex = agent.getFirstAvailableEnemyIndex(EnemyOrPlayer); //use 3 for enemy laser index 2 for player. if (thisEnemyLaserIndex >= 0) { agent.setEnemyActive(EnemyOrPlayer, thisEnemyLaserIndex, true); /* turn enemy to active*/ } else { Destroy(gameObject); } } else { Destroy(gameObject); } }
void Start() { // Debug.Log(gameScore); player = GameObject.Find("Player"); agent = FindObjectOfType <LaserAgent>(); }
void Start() { agent = FindObjectOfType <LaserAgent>(); }
void Start() { agent = GetComponent <LaserAgent>(); animator = GetComponent <Animator>(); animator.enabled = settings.blinkAnim; }