void Start() { swordUI = Singleton_Service.GetSingleton <SwordUI>(); IPL = Singleton_Service.GetSingleton <Input_Listeners>(); rb = GetComponent <Rigidbody>(); //StartCoroutine("CheckShurikenParent"); }
void Start() { swordUI = Singleton_Service.GetSingleton <SwordUI>(); IPL = Singleton_Service.GetSingleton <Input_Listeners>(); rb = GetComponent <Rigidbody>(); this.GetComponent <CapsuleCollider>().isTrigger = true; swordSource = GetComponent <AudioSource>(); }
void Start() { enemyBirds = new List <BirdStatePattern>(); OnSummon = new UnityEvent(); swordUI = Singleton_Service.GetSingleton <SwordUI>(); playerPosition = GameObject.FindGameObjectWithTag("Player Position").transform; UpdateBossUI(); StartCoroutine("BossBehavior"); }
private void Start() { swordUI = Singleton_Service.GetSingleton <SwordUI>(); enemyBirds = new List <BirdStatePattern>(); if (spawnPoints != null && birdPrefab != null) { StartCoroutine("SpawnFlyingEnemies"); } }
void Start() { isHit = false; if (this.transform.parent != null) { attachedEnemy = this.transform.parent.GetComponent <Enemy>(); } currElementComponent = GetComponent <Fire>(); playerSword = Singleton_Service.GetSingleton <SwordUI>(); }
void Start() { //Register this boid with the list of boids. boidList.Add(this.GetComponent <BirdStatePattern>()); //Cache the rigidbody for later... body = GetComponent <Rigidbody>(); swordUI = Singleton_Service.GetSingleton <SwordUI>(); anim = GetComponent <Animator>(); enemyAudio = GetComponent <AudioSource>(); gm = Singleton_Service.GetSingleton <GM>(); gmb = Singleton_Service.GetSingleton <BossGM>(); playerPosition = GameObject.FindGameObjectWithTag("Player Position").transform; StartCoroutine("WingFlapTimer"); }
void Start() { swordUI = Singleton_Service.GetSingleton <SwordUI>(); gm = Singleton_Service.GetSingleton <GM>(); hitMarkerPatterns = new List <string>(); hitMarkers = new List <GameObject>(); hitMarkerPatterns.Add("diagonal"); hitMarkerPatterns.Add("vertical"); hitMarkerPatterns.Add("horizontal"); hitMarkerPatterns.Add("cross"); aiStates = GetComponent <EnemyStatePattern>(); RandomizeHitMarkerPlacement(); }
void Start() { IPL = Singleton_Service.GetSingleton <Input_Listeners>(); swordUI = Singleton_Service.GetSingleton <SwordUI>(); source = GetComponent <AudioSource>(); attachedHand = GetComponent <NVRHand>(); if (attachedGun.gameObject.activeSelf) { canThrow = false; } else { canThrow = true; } }
void Start() { IPL = Singleton_Service.GetSingleton <Input_Listeners>(); swordUI = Singleton_Service.GetSingleton <SwordUI>(); audio = GetComponent <AudioSource>(); }
void Start() { swordUI = Singleton_Service.GetSingleton <SwordUI>(); gm = Singleton_Service.GetSingleton <GM>(); moneySound = GetComponent <AudioSource>(); }
// Use this for initialization void Start() { swordUI = Singleton_Service.GetSingleton <SwordUI>(); }
void Start() { swordUI = Singleton_Service.GetSingleton <SwordUI>(); switchSource = GetComponent <AudioSource>(); //StartCoroutine("EnableSurroundingObjects"); }