public void SetStats(StatsHolder stats) { transform.name = stats.Name; this.circlingSpeed = stats.circlingSpeed; this.selfDestruct = stats.selfDestruct; this.invunerable = stats.invunerable; if (invunerable) //Don't show healthbar for invunerable units (projectiles) { Destroy(UnityUtils.RecursiveFind(transform, "HealthBar").gameObject); } MoveTo(new RadialPosition(stats.spawnRadius, stats.spawnAngle)); MovementSpeed = stats.MovementSpeed; this.angularSpeed = stats.angularSpeed; Damage = stats.Damage; Range = stats.Range; Health = stats.Health; MaxHealth = stats.Health; Scale = stats.Scale; Transform sprite = transform.Find("Sprite"); sprite.transform.localScale *= stats.Scale; if (stats.Scale > 1) { Transform canvas = transform.Find("Canvas"); canvas.localPosition = new Vector3(canvas.localPosition.x, canvas.localPosition.y * stats.Scale * 0.8f, canvas.localPosition.z); } if (stats.projectile == null) { this.projectile = EnemyFactory.Projectile(this.Damage); } else { this.projectile = stats.projectile; } this.attackFrequency = stats.attackDelay; this.zigZag = stats.zigZag; if (stats.angularSpeed > 0) { this.zigZagAngleLow = stats.spawnAngle; this.zigZagAngleHigh = stats.spawnAngle + stats.zigZagAngle; } else { this.zigZagAngleHigh = stats.spawnAngle; this.zigZagAngleLow = stats.spawnAngle - stats.zigZagAngle; } colorModifier.SetDefaultColor(stats.Color); colorModifier.SetSelectedColor(Parameters.ENEMY_ATTACK_COLOR); }
void Start() { radialFillControl = GameObject.FindObjectOfType <RadialFillControl> (); attackMaskControl = GameObject.FindObjectOfType <AttackMaskControl> (); int dictIndex = 1; foreach (BossAttack attack in AttackLists.chosenAttacksArray) { if (attack != null) { attackDict.Add(dictIndex, attack); dictIndex++; } } if (attackDict[1].frequency < Parameters.SLOW_ATTACK_LIMIT) { setAttack(1); } else { foreach (KeyValuePair <int, BossAttack> keyVal in attackDict) { if (keyVal.Value.frequency < Parameters.SLOW_ATTACK_LIMIT) { setAttack(keyVal.Key); break; } } } Transform aim = UnityUtils.RecursiveFind(transform, "Image"); this.aimColorModifier = aim.GetComponent <ColorModifier>(); aimColorModifier.SetDefaultColor(Parameters.AIM_DEFAULT_COLOR); aimColorModifier.SetSelectedColor(Parameters.AIM_DAMAGE_COLOR); UnityUtils.RecursiveFind(transform, "Image").GetComponent <Image>().color = Parameters.AIM_DEFAULT_COLOR; }
void Start() { this.character1 = StaticCharacterHolder.characters [1 - 1]; this.character2 = StaticCharacterHolder.characters [2 - 1]; pauseMenu = GameObject.Find("PauseMenu"); pauseMenu.SetActive(false); timeUntilPressAnyKey = 1.0f; pauseBackgroundToggel = GameObject.Find("PauseBackground").GetComponent <ColorModifier> (); pauseBackgroundToggel.SetDefaultColor(new Color32(0, 0, 0, 0)); pauseBackgroundToggel.SetSelectedColor(new Color32(120, 120, 120, 160)); healthBars = new ProgressBarBehaviour[StaticCharacterHolder.characters.Count]; ProgressBarBehaviour character1HealthBar = GameObject.Find("Character1HealthBar").GetComponent <ProgressBarBehaviour> (); healthBars [0] = character1HealthBar; ProgressBarBehaviour character2HealthBar = GameObject.Find("Character2HealthBar").GetComponent <ProgressBarBehaviour> (); character2HealthBar.SetDirection(-1); //Flip the health bar on the right. healthBars[1] = character2HealthBar; winnerText = GameObject.Find("WinnerText").GetComponent <Text> (); pressAnyKeyText = GameObject.Find("PressAnyKeyText").GetComponent <Text> (); gameOver = false; paused = false; }