void Start() { anim = GetComponent <Animator>(); cc = GetComponent <CircleCollider2D>(); player = GameObject.FindGameObjectWithTag("Player"); stats = player.GetComponent <PlayerStats>(); baseDamage = player.GetComponentInChildren <FireWall>().baseDamage; direction = ((Vector2)gameObject.transform.position - (Vector2)player.transform.position).normalized; OGController = transform.root.gameObject.GetComponent <FireWallController>(); ps = GetComponent <ParticleSystem>(); if (OGController.currentFires == OGController.maxFires) { OGController.finalFire = gameObject; } var xFlip = Random.Range(0f, 1f); if (xFlip < 0.5f) { gameObject.transform.rotation = new Quaternion(0f, 180f, 0f, 0F); } else { gameObject.transform.rotation = new Quaternion(0f, 0f, 0f, 0F); } var varSpeed = Random.Range(0.5f, 1f); anim.speed = varSpeed; StartCoroutine(FireWallTimeline()); InvokeRepeating("StandingInFire", 0f, 0.5f); }
void OnCollisionEnter(Collision info) { FireWallController FireCon = info.collider.gameObject.GetComponent <FireWallController>(); if (FireCon) { FireCon.Health--; } HealthController HealthCon = info.collider.gameObject.GetComponent <HealthController>(); if (HealthCon) { HealthCon.TakeDamage(Damage); } if (info.collider.gameObject.name == "LasershotTarget") { GameObject.FindGameObjectWithTag("Player").transform.position = info.collider.gameObject.transform.position - new Vector3(1.0f, 0.0f, 0.0f); } Destroy(gameObject); }
// Start is called before the first frame update void Start() { sharedInstance = this; rb2d = GetComponent <Rigidbody2D>(); }