// Initialize void Start() { SAP = GetComponent <ShootsAtPlayer> (); WEP = GetComponent <WeightedEnemyPhysics> (); WEP.maxSpeed = maxSpeed; clockwise = false; circling = false; delay = diveTime; }
// Initialization void Awake() { WEP = GetComponent <WeightedEnemyPhysics> (); WEP.maxSpeed = 0f; SAP = GetComponent <ShootsAtPlayer> (); asteroid = GetComponentInParent <Asteroid> (); asteroid.addTurret(this); initDegreeClamp(); }