private new void Start() { enemyData = GetComponent <EnemyData>(); audioSource = GetComponent <AudioSource>(); diedSoundFX = enemyData.GetDiedSoundFX(); initialHp = enemyData.GetInitialHealth(); controller = GetComponent <EnemyControllerTest>(); isBullseye = GetComponent <TargetController>() ? true : false; hasEffectOnDeath = enemyData.HasOnDeathEffect(); InitializeHealthBar(); base.Start(); }
void Awake() { var enemyData = GetComponentInParent <EnemyData>(); audioSource = GetComponent <AudioSource>(); controller = GetComponentInParent <EnemyControllerTest>(); shooter = GetComponent <BulletSpawner>(); enemyShot = enemyData.GetShotSoundFX(); canShoot = Random.Range(0, 3) == 0 ? false : true; if (!canShoot) { timeToWaitBeforeShootingAgain = Random.Range(1f, 1.5f); StartCoroutine(CanShootAgain()); } timeToWaitBeforeShootingAgain = enemyData.GetSecondsBetweenShots(); }