void Start() { sr = GetComponent <SpriteRenderer>(); mDefault = sr.material; player = GameObject.FindGameObjectWithTag("Player").transform; playerCombat = player.GetComponent <PlayerCombat>(); //playerCombat = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerCombat>(); TextPopupsHandler = GameObject.Find("ObjectPool(TextPopups)").GetComponent <TextPopupsHandler>(); AttackIndicator = GameObject.Find("ObjectPool(Attack/Alert Indicators)").GetComponent <TextPopupsHandler>(); //Stats currentHealth = maxHealth; healthBar.SetMaxHealth(maxHealth); isAlive = true; enCanAttack = true; allowBreak = false; isBroken = false; //AI aggro rb = GetComponent <Rigidbody2D>(); enAnimator.SetBool("Move", false); isAttacking = false; aggroStarted = false; enIsHurt = false; enStunned = false; particleHits = false; atkSequence = 1; }
protected virtual void Start() { sr = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody2D>(); mDefault = sr.material; healthBarTransform = healthBar.GetComponent <Transform>(); TextPopupsHandler = GameObject.Find("ObjectPool(TextPopups)").GetComponent <TextPopupsHandler>(); AttackIndicator = GameObject.Find("ObjectPool(Attack/Alert Indicators)").GetComponent <TextPopupsHandler>(); HitEffectsHandler = GameObject.Find("ObjectPool(HitEffects)").GetComponent <HitEffectsHandler>(); DeathParticlesHandler = GameObject.Find("ObjectPool(DeathParticles)").GetComponent <DeathParticlesHandler>(); if (stageClear == null) { stageClear = GetComponentInParent <StageClear>(); } //stageClear = GameObject.Find("StageClearCheck").GetComponent<StageClear>(); //if (useScreenshake) // screenshake = GameObject.Find("ScreenShakeManager").GetComponent<ScreenShakeListener>(); currentHealth = maxHealth; if (healthBar != null) { healthBar.SetMaxHealth(maxHealth); } moveSpeed = defaultMoveSpeed; moveSpeed += Random.Range(-.2f, .1f); enCanFlip = true; enCanMove = true; isAttacking = false; enCanAttack = true; enStunned = false; enCanParry = false; isAlive = true; isHurt = false; enStunned = false; }
// Use this for initialization void Start() { sr = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody2D>(); mDefault = sr.material; healthBarTransform = healthBar.GetComponent <Transform>(); TextPopupsHandler = GameObject.Find("ObjectPool(TextPopups)").GetComponent <TextPopupsHandler>(); AttackIndicator = GameObject.Find("ObjectPool(Attack/Alert Indicators)").GetComponent <TextPopupsHandler>(); HitEffectsHandler = GameObject.Find("ObjectPool(HitEffects)").GetComponent <HitEffectsHandler>(); DeathParticlesHandler = GameObject.Find("ObjectPool(DeathParticles)").GetComponent <DeathParticlesHandler>(); moveSpeed = moveSpeedDefault; enCanFlip = true; enCanMove = true; enCanParry = false; isAttacking = false; aggroStarted = false; enIsHurt = false; enStunned = false; knockbackHit = false; isAlive = true; enCanAttack = true; //Stats currentHealth = maxHealth; if (healthBar != null) { healthBar.SetMaxHealth(maxHealth); } moveSpeed += Random.Range(-.2f, .1f); bool startDir = (Random.value > 0.5f); MoveRight(startDir); }
//TODO: this should work?? //float aggroRange = 3f; //when to start chasing player //might extend to aggro to player before enemy enters screen //float enAttackRange = .5f; //when to start attacking player, stop enemy from clipping into player //public Transform enAttackPoint //Coroutine IsAttackingCO; //[Header("Attack variables")] //RaycastHit2D aggroRaycast; //SpriteRenderer sr; //[SerializeField] //private Material mWhiteFlash; //private Material mDefault; void Start() { AttackIndicator = GameObject.Find("ObjectPool(Attack/Alert Indicators)").GetComponent <TextPopupsHandler>(); timeManager = GameObject.Find("TimeManager").GetComponent <TimeManager>(); //enController.enCanMove = true; //enCanAttack = true; //AI aggro // rb = GetComponent<Rigidbody2D>(); enController.enAnimator.SetBool("move", false); //TODO: unnecessary enController.stunAnimatorVar = "en2StunRecover"; //enController.enAnimator.SetBool("isRunning", false); //enController.enFacingRight = false; //start facing left (towards player start) //isAttacking = false; //aggroStarted = false; //enIsHurt = false; //enStunned = false; //canChase = true; allowBreak = false; isBroken = false; }