void Start() { m_ReceiveDamageEffect = GetComponent <ReceiveDamageEffect>(); if (m_IsMain) { m_AsteroidBehaviour = m_Chunk.GetComponent <AsteroidBehaviour>(); } m_ExplosionAudio = GetComponent <AudioSource>(); m_CanExplode = true; }
void Start() { m_IsInsideCamera = false; m_MovingTop = true; m_IsRageMode = false; m_SpaceshipBehaviour = GetComponent <SpaceshipBehaviour>(); m_InventoryBehaviour = GetComponent <InventoryBehaviour>(); m_SpriteRenderer = GetComponent <SpriteRenderer>(); m_ReceiveDamageEffect = GetComponent <ReceiveDamageEffect>(); m_MaxHealth = m_SpaceshipBehaviour.m_Health; m_SpaceshipBehaviour.m_CanRecieveDamage = false; AudioSource[] sources = GetComponents <AudioSource>(); m_RageEnterSound = sources[sources.Length - 1]; }
void Start() { m_IsDead = false; m_Inventory = GetComponent <InventoryBehaviour>(); m_SpriteRenderer = GetComponent <SpriteRenderer>(); m_ReceiveDamageEffect = GetComponent <ReceiveDamageEffect>(); if (m_CanShoot) { m_BulletBehaviour = m_BasicBullet.GetComponent <BulletBehaviour>(); m_OriginalBulletDirection = m_BulletBehaviour.m_Direction; } m_OriginalColor = m_SpriteRenderer.color; m_RigidBody2D = GetComponent <Rigidbody2D>(); m_CurrentTime = 0.0f; //Assign sounds AudioSource[] audioSources = GetComponents <AudioSource>(); m_AudioSource = audioSources[0]; m_DieSound = audioSources[0].clip; if (m_CanShoot) { m_BasicShootAudio = audioSources[1].clip; if (m_IsMainPlayer || m_IsFinalBoss) { m_DoubleShootAudio = audioSources[2].clip; m_MissileAudio = audioSources[3].clip; m_InvulnerabilityAudio = audioSources[4].clip; m_EmptyAudio = audioSources[5].clip; if (m_IsMainPlayer) { m_ReceiveDamageSound = audioSources[6].clip; } } } }