public void GetArguments() { if (enemy != null) { if (!hasGeted) { movement = enemy.GetComponentInChildren <EnemyAxisMovement>(); attack = enemy.GetComponentInChildren <EnemyAttack>(); speedMax = movement.MaxSpeed; speedMin = movement.MinSpeed; changeSpeed = movement.ChangeSpeed; changeTimeMax = movement.MaxChangeTime; changeTimeMin = movement.MinChangeTime; attakColor = attack.AttackColor; isKamikaze = attack.IsKamikaze; kamikazeTimeMax = attack.MaxKamikazeTime; kamikazeTimeMin = attack.MinKamikazeTime; kamikazeSpeed = attack.KamikazeSpeed; fireBullets = attack.FireBullets; shootTimeMax = attack.MaxShootTime; shootTimeMin = attack.MinShootTime; waitingBeforeShoot = attack.WaitingBeforeShoot; waitingAfterShoot = attack.WaitingAfterShoot; hasGeted = true; } } }
public void Apply(GameObject g) { if (edit) { movement = g.GetComponentInChildren <EnemyAxisMovement>(); attack = g.GetComponentInChildren <EnemyAttack>(); if (movement == null || attack == null) { return; } movement.MaxSpeed = speedMax; movement.MinSpeed = speedMin; movement.ChangeSpeed = changeSpeed; movement.MaxChangeTime = changeTimeMax; movement.MinChangeTime = changeTimeMin; attack.AttackColor = attakColor; attack.EnemyType = GetEnemyType(); attack.IsKamikaze = isKamikaze; attack.MaxKamikazeTime = kamikazeTimeMax; attack.MinKamikazeTime = kamikazeTimeMin; attack.KamikazeSpeed = kamikazeSpeed; attack.FireBullets = fireBullets; attack.MaxShootTime = shootTimeMax; attack.MinShootTime = shootTimeMin; attack.WaitingBeforeShoot = waitingBeforeShoot; attack.WaitingAfterShoot = waitingAfterShoot; attack.ValuePoints = pointsForKilling; if (isKamikaze) { Vector3 pos = attack.gameObject.transform.position; attack.gameObject.transform.position = new Vector3(pos.x, pos.y, 18f); } } }