void Start() { // 플레이어,게임매니저 및 기타 컴포넌트 참조 player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_attack_health>(); gm = GameObject.FindGameObjectWithTag("Game_Manager").GetComponent <Game_Manager>(); if (!rend) { rend = GetComponent <SpriteRenderer>(); } if (!rb) { rb = GetComponent <Rigidbody2D>(); } // 최대체력,공격력 초기화 max_health = 100 + 20000 * gm.stage_level; current_health = max_health; damage = 10 + 100 * gm.stage_level; hp_slider.value = current_health / max_health; health_text.text = string.Format("{0}/{1}", Mathf.Floor(current_health), Mathf.Floor(max_health)); damage_ui_text.text = string.Format("보스 공격력 : {0} 방어력 : {1}%", damage, gm.stage_level); StartCoroutine(Color_change()); // 일정시간마다 보스몬스터의 색상 상태 변경 // 4가지의 공격패턴을 각각 설정된 시간마다 사용 StartCoroutine(Attack1()); StartCoroutine(Attack2()); StartCoroutine(Attack3()); StartCoroutine(Attack4()); }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_attack_health>(); boss = GameObject.FindGameObjectWithTag("Boss").GetComponent <Boss>(); gm = GameObject.FindGameObjectWithTag("Game_Manager").GetComponent <Game_Manager>(); damage = boss.damage; }
// Use this for initialization void Start() { if (!Target_player) { Target_player = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); } orignal_position = transform.position; // 초기위치 저장 // 플레이어, 게임매니저 오브젝트 및 기타 컴포넌트 참조 player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_attack_health>(); gm = GameObject.FindGameObjectWithTag("Game_Manager").GetComponent <Game_Manager>(); if (!cap_col) { cap_col = GetComponent <CapsuleCollider2D>(); } if (!rend) { rend = GetComponent <SpriteRenderer>(); } if (!rb) { rb = GetComponent <Rigidbody2D>(); } // 체력, 공격력 초기화 max_health = 100 + 100 * gm.stage_level; current_health = max_health; damage = 10 + 10 * gm.stage_level; hp_slider.value = current_health / max_health; }
void Start() { // 플레이어와 게임매니저 오브젝트 참조 player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_attack_health>(); gm = GameObject.FindGameObjectWithTag("Game_Manager").GetComponent <Game_Manager>(); rb = GetComponent <Rigidbody2D>(); /// 체력 및 공격력 초기화 origin_pos = transform.position; max_health = 100 + 100 * gm.stage_level; current_health = max_health; damage = 10 + 10 * gm.stage_level; }
// Start is called before the first frame update void Start() { // 플레이어와 게임매니저 오브젝트 참조 player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_attack_health>(); gm = GameObject.FindGameObjectWithTag("Game_Manager").GetComponent <Game_Manager>(); // 체력 초기화 max_health = 100 + 1000 * gm.stage_level; current_health = max_health; hp_slider.value = current_health / max_health; orign_pos = transform.position; }