// 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>();
    }
Esempio n. 3
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    // 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;
    }