/// <summary> /// Inicializa los stats generales/comunes de una nave /// </summary> /// <param name="ship">Nave a inicializar</param> /// <param name="baseStats">Stats de la nave a inicializar</param> public void InitializeEnemyGeneralStats(GameObject ship, NaveBaseSO baseStats, Vector2 position) { ship.transform.position = position; ShipMovement sm = ship.GetComponent <ShipMovement>(); sm.SetSpeed(baseStats.movementSpeed); sm.SetSystemOnOff(true); ShipShootingSystem ss = ship.GetComponent <ShipShootingSystem>(); ss.SetSystemOnOff(true); if (baseStats.bulletNum <= 0) { ss.SetSystemOnOff(false); } else { ss.SetSystemOnOff(true); ss.SetShotNumber(baseStats.bulletNum); ss.SetBulletSpeed(baseStats.bulletSpeed); ss.SetFireRate(baseStats.reloadime); } ship.GetComponent <EnemyShipManager>().SetAIStatus(true); ship.GetComponent <HealthManager>().ReplenishLife(); }
/// <summary> /// Inicializacion de componentes /// </summary> /// <remarks>Siempre hacer override en los hijos y base.Awake()!</remarks> virtual protected void Awake() { movementSyst = GetComponent <ShipMovement>(); shootingSyst = GetComponent <ShipShootingSystem>(); }
protected virtual void Awake() { hm = GetComponent <HealthManager>(); ss = GetComponent <ShipShootingSystem>(); ms = GetComponent <ShipMovement>(); }
public override void ApplyPowerUp(GameObject toApply) { ss = toApply.GetComponent <ShipShootingSystem>(); previousShots = ss.ShotNumber; ss.SetShotNumber(ss.ShotNumber + numberOfShots); }