void Start() { sas = GetComponent <SwingAudioSource>(); has = GetComponent <HitAudioSource>(); mas = GetComponent <MovementAudioSource>(); ps = GetComponent <PlayerState>(); rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); if (GameController.Instance.player_shield != -1) { shields[GameController.Instance.player_shield].GetComponent <Collider2D>().enabled = false; } else { try { dfsBtn.interactable = false; } catch { } } playerSpeed = startAgility + GameController.Instance.player_agility / 10f; // StartCoroutine(SetPersonSize()); SetPlayerSpeed(0); }
void Start() { mas = GetComponent <MovementAudioSource>(); has = GetComponent <HitAudioSource>(); sas = GetComponent <SwingAudioSource>(); died = false; eh = this.GetComponent <BrigandHealth>(); ea = this.GetComponent <BrigandArmour>(); es = this.GetComponent <EnemySkill>(); StartCoroutine(SetSpeedBoost()); StartCoroutine(SetAttackDistance()); StartCoroutine(SetPersonSize()); defensed = false; isAttacked = false; rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); // InvokeRepeating("FindPlayer", 0, 1); }
void Start() { sas = GetComponent <SwingAudioSource>(); has = GetComponent <HitAudioSource>(); rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); }
void Start() { sas = GetComponent <SwingAudioSource>(); has = GetComponent <HitAudioSource>(); died = false; eh = this.GetComponent <EnemyHealth>(); ea = this.GetComponent <EnemyArmour>(); es = this.GetComponent <EnemySkill>(); StartCoroutine(SetSpeedBoost()); StartCoroutine(SetAttackDistance()); StartCoroutine(SetPersonSize()); defensed = false; isAttacked = false; rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); }
void Start() { sas = GetComponent <SwingAudioSource>(); has = GetComponent <HitAudioSource>(); aa = GetComponent <ArcherArmour>(); es = GetComponent <EnemySkill>(); SetEmberLogic(); StartCoroutine(SetSpeedBoost()); rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); StartCoroutine(SetAttackDistance()); StartCoroutine(SetPersonSize()); speedX = speed; speedY = 0.57f * speed; }