private void OnDestroy() { AN_GameManager man = FindObjectOfType <AN_GameManager>(); man.Score++; man.GanerateWeapon(transform); Instantiate(DeathEffect, transform.position, Quaternion.identity); }
private void Start() { pweapon = FindObjectOfType <AN_PlayerWeapon>(); manager = FindObjectOfType <AN_GameManager>(); Belt = pweapon.Belt; DropPos = pweapon.DropPosition; rb = GetComponent <Rigidbody>(); rb.isKinematic = true; lgt = GetComponent <Light>(); }
private void Start() { agent = GetComponent <NavMeshAgent>(); player = FindObjectOfType <AN_PlayerParams>(); // size AN_GameManager man = FindObjectOfType <AN_GameManager>(); float size = 1f + man.Respowned * .01f; size = Mathf.Clamp(size, 1f, 2f); transform.localScale = Vector3.one * Random.Range(1f, size); CurrentHealth *= size * 1.5f; }
private void Start() { Hands = FindObjectOfType <AN_PlayerWeapon>().WeaponPoint; SpTrigger = gameObject.AddComponent <SphereCollider>(); SpTrigger = GetComponent <SphereCollider>(); SpTrigger.radius = 1f; SpTrigger.isTrigger = true; rb = gameObject.AddComponent <Rigidbody>(); rb = GetComponent <Rigidbody>(); rb.isKinematic = true; manager = FindObjectOfType <AN_GameManager>(); selectLight = gameObject.AddComponent <Light>(); selectLight.color = new UnityEngine.Color(1, 1, .5f, 1); selectLight.intensity = 3; selectLight.range = 5; cameraShake = FindObjectOfType <AN_cameraShake>(); }
private void Start() { manager = FindObjectOfType <AN_GameManager>(); agent = GetComponent <NavMeshAgent>(); tds = FindObjectOfType <AN_TDS_Controller>(); }
private void Start() { manager = FindObjectOfType <AN_GameManager>(); }
private void Start() { manager = FindObjectOfType <AN_GameManager>(); source = GetComponent <AudioSource>(); }