void Start() { StartCoroutine(Attack()); audio = GetComponent <UnitAudio>(); myProjectile = beamPrefab.GetComponent <Projectile>(); myEnemy = GetComponent <Enemy>(); }
void Start() { StartCoroutine(Attack()); audio = GetComponent <UnitAudio>(); myProjectile = beamPrefab.GetComponent <Projectile>(); myEnemy = GetComponent <Enemy>(); //myProjectile.SetEnemyDamage(myEnemy.difficultyMultiplier, myEnemy.bm.level); }
void Awake() { plan = new Plan(); statusController = new StatusController(); dir = Direction.DOWN; animator = GetComponentInChildren <UnitAnimator>(); audioManager = GetComponentInChildren <UnitAudio>(); curHp = maxHp; }
// Start is called before the first frame update void Start() { bm = board.GetComponent <BoardManager>(); boardSize = bm.tiles.Length; playerCoordinates = new int[2]; health = maxHealth; bm.setPersistentHealth(health); audio = GetComponent <UnitAudio>(); initialShootCD = shootCD; initialBombCD = bombCD; }
// Start is called before the first frame update void Start() { if (!GetComponent <Spinny>()) { timeToShoot = Random.Range(0.8f, 1.5f); } //bm = board.GetComponent<BoardManager>(); //boardSize = bm.tiles.Length; audio = GetComponent <UnitAudio>(); health += health * difficultyMultiplier * (bm.GetLevel() - 1); maxHealth = health; //Dumb way to get the health UI to update LoseHealth(0); }
// Start is called before the first frame update void Start() { if (!GetComponent <Spinny>() && timeToShoot != 3.5f) { timeToShoot = Random.Range(0.8f, 1.5f); } //bm = board.GetComponent<BoardManager>(); //boardSize = bm.tiles.Length; audio = GetComponent <UnitAudio>(); EliteSpawn(); SetLevelStats(); //Dumb way to get the health UI to update LoseHealth(0); }
public virtual void OnEnable() { audio = GetComponent <UnitAudio>(); Canvas healthUI = gameObject.GetComponentInChildren <Canvas>(); if (healthUI == null) { Debug.LogError("No canvas found for health UI on " + gameObject); } else { healthScript = healthUI.GetComponent <HealthNumber>(); if (healthScript == null) { Debug.LogError("No health script found on " + gameObject); } } // Set unit's health to its maximum health. Disable this if it should start at less (or more?) health = maxHealth; // This needs to be kept regardless so the value initializes. ChangeHealthUI(0); }
void Start() { StartCoroutine(Attack()); audio = GetComponent <UnitAudio>(); }