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];
    }
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    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;
                }
            }
        }
    }