// Start is called before the first frame update void Start() { // get component Electricity_Manager_Mo = GetComponent <Electricity_Manager_Movement>(); Electricicy_Manager_At = GetComponent <Electricicy_Manager_Attack>(); Electricity_Manager_An = GetComponent <Electricity_Manager_Animation>(); Boss_Load_Next_Le = GetComponent <Boss_Load_Next_Level>(); Electricity_Manager_Hit_Box = GetComponent <BoxCollider2D>(); Audio_Prefab_Sp = GetComponent <Audio_Prefab_Spawner>(); // Update all scripts states Update_State(State); }
// Start is called before the first frame update void Start() { switch (Global_Variable.Difficulty_Level) { case 2: Current_Attack_Delay = Hard_Attack_Delay; break; case 1: Current_Attack_Delay = Normal_Attack_Delay; break; default: Current_Attack_Delay = Easy_Attack_Delay; break; } Electricity_Manager_An = GetComponent <Electricity_Manager_Animation>(); }
// Start is called before the first frame update void Start() { Electricity_Manager_An = GetComponent <Electricity_Manager_Animation>(); Electricity_Manager_St = GetComponent <Electricity_Manager_State>(); HUD = Electricity_Manager_St.HUD; switch (Global_Variable.Difficulty_Level) { case 2: Max_Health = Health_Hard; break; case 1: Max_Health = Health_Normal; break; default: Max_Health = Health_Easy; break; } Current_Health = Max_Health; }