Esempio n. 1
0
 //
 void Awake()
 {
     try
     {
         player = GameManager._player.transform; // Reference to 'Player' GameObject.
     }
     catch (NullReferenceException)
     {
         Debug.Log("No Player");
     }
     AIMove = GetComponentInParent <AI_movement>();
     foreach (var stvol in weapons)
     {
         stvol.SetActive(false);
     }
 }
Esempio n. 2
0
 //
 void Start()
 {
     try
     {
         player = GameManager._player.transform; // Reference to 'Player' transform.
     }
     catch (NullReferenceException)
     {
         Debug.Log("No Player");
     }
     // Object Pooling;
     EnemyBullets = new GameObject("Enemy bullets"); // create parent GameObject;
     EnemyBullets.transform.parent = GameManager._gameManager.PoolParent.transform;
     // Instantiate bullets and add them to bullets list
     for (int i = 0; i < maxBulletAmount; i++)
     {
         GameObject bullet = Instantiate(bulletPrefab);
         bullet.transform.parent = EnemyBullets.transform;
         bullet.SetActive(false);
         bullets.Add(bullet);
     }
     AIMove = GetComponentInParent <AI_movement>();
 }
Esempio n. 3
0
 //
 void Start()
 {
     Player = GameManager._player; // reference to player GameObject;
     AIMove = GetComponentInParent <AI_movement>();
 }