// Use this for initialization void Start() { dead = false; foreach (Transform child in transform) { if (child.name != "CleanCollision") { list_trig.Add(child.GetComponent <encer_trig>()); } } //Method allows us to choose the type of monster we want to have switch (method) { case MethodToKill.Cut: num_triggered = 3; timerCut_TOT = 0.28f; break; //If we have forgotten to fill then by default it will be an ennemy to Cut default: method = MethodToKill.Cut; num_triggered = 3; timerCut_TOT = 0.28f; break; } }
// Use this for initialization void Start() { if (methodToDie == MethodToDie.Kamikaze) { speedProjectile = 400; } dead = false; foreach (Transform child in transform) { if (child.name != "CleanCollision") { list_trig.Add(child.GetComponent <encer_trig>()); } } //Method allows us to choose the type of monster we want to have switch (methodToKill) { case MethodToKill.Cut: num_triggered = 3; timerCut_TOT = cut_delay; break; case MethodToKill.Dash: num_triggered = 8; break; case MethodToKill.Surround: num_triggered = 8; timerCut_TOT = 0.7f; break; default: methodToKill = MethodToKill.Cut; num_triggered = 3; timerCut_TOT = 0.28f; break; } }
// Use this for initialization void Start() { dead = false; foreach (Transform child in transform) { if (child.name != "CleanCollision") { list_trig.Add(child.GetComponent <encer_trig>()); } } switch (method) { case MethodToKill.Surround: num_triggered = 8; timerCut_TOT = 0.7f; break; default: method = MethodToKill.Surround; num_triggered = 8; timerCut_TOT = 0.7f; break; } }