// Start is called before the first frame update void Start() { Blue_Slime_An = GetComponentInParent <Blue_Slime_Animation>(); switch (Global_Variable.Difficulty_Level) { case 2: Current_Explosion_Delay = Explosion_Delay_Hard; break; case 1: Current_Explosion_Delay = Explosion_Delay_Normal; break; default: Current_Explosion_Delay = Explosion_Delay_Easy; break; } }
// Start is called before the first frame update void Start() { Blue_Slime_Ex = GetComponentInChildren <Blue_Slime_Explode>(); Blue_Slime_An = GetComponent <Blue_Slime_Animation>(); WatcherRobot_Mo = GetComponent <Mob_Basic_Movement>(); Audio_Prefab_Sp = GetComponent <Audio_Prefab_Spawner>(); switch (Global_Variable.Difficulty_Level) { case 2: Current_Health = Health_Hard; break; case 1: Current_Health = Health_Normal; break; default: Current_Health = Health_Easy; break; } }