Esempio n. 1
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 void Start()
 {
     myRigidbody            = GetComponent <Rigidbody2D>();
     timeBetweenMoveCounter = timeBetweenMove;
     timeToMoveCounter      = timeToMove;
     statSystem.UpdateCharacterUI();
 }
Esempio n. 2
0
    // Start is called before the first frame update
    public void Start()
    {
        CC2D          = GetComponent <CapsuleCollider2D>();
        saveMoveSpeed = moveSpeed;
        playerPos     = GetComponent <Transform>();
        anim          = GetComponent <Animator>();
        rb            = GetComponent <Rigidbody2D>();

        statSystem.UpdateCharacterUI();

        //checks if player is already in scene
        if (!playerExists)
        {
            playerExists = true;
            DontDestroyOnLoad(transform.gameObject);
        }
        else
        {
            Destroy(gameObject);
        }
    }
Esempio n. 3
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    void Start()
    {
        player                 = GameObject.FindGameObjectWithTag("Player").transform;
        timeBetweenShots       = startTimeBetweenShots;
        myRigidbody            = GetComponent <Rigidbody2D>();
        timeBetweenMoveCounter = timeBetweenMove;
        timeToMoveCounter      = timeToMove;

        statSystem = GetComponent <StatSystem>();


        statSystem.UpdateCharacterUI();
    }
Esempio n. 4
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    // Update is called once per frame
    void Update()
    {
        statSystem.UpdateCharacterUI();

        if (moving)
        {
            timeToMoveCounter   -= Time.deltaTime;
            myRigidbody.velocity = moveDirection;

            if (timeToMoveCounter < 0)
            {
                moving = false;
                timeBetweenMoveCounter = timeBetweenMove;
            }
        }
        else
        {
            timeBetweenMoveCounter -= Time.deltaTime;
            myRigidbody.velocity    = Vector2.zero;

            if (timeBetweenMoveCounter < 0f)
            {
                moving            = true;
                timeToMoveCounter = timeToMove;

                moveDirection = new Vector3(Random.Range(-1f, 1f) * speed, Random.Range(-1f, 1f) * speed, 0f);
            }
        }

        if (timeBetweenShots <= 0 && player != null)
        {
            Vector3 direction = (player.position - transform.position);
            float   angle     = (Mathf.Atan2(direction.y, direction.x) - Mathf.PI / 4) * Mathf.Rad2Deg;
            //Create projectile and define its orientation
            Instantiate(projectile, transform.position, Quaternion.AngleAxis(angle, Vector3.forward));

            timeBetweenShots = startTimeBetweenShots;
        }
        else
        {
            timeBetweenShots -= Time.deltaTime;
        }
    }
Esempio n. 5
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 // Update is called once per frame
 void Update()
 {
     statSystem.UpdateCharacterUI();
 }
Esempio n. 6
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    // Start is called before the first frame update
    void Start()
    {
        statSystem = GetComponent <StatSystem>();

        statSystem.UpdateCharacterUI();
    }