// Use this for initialization void Start() { pool = GetComponent <EnemyBulletPool>(); actualAmmo = ammoCount; lastfired = 0; sprite = GetComponent <SpriteRenderer>(); }
private List <GameObject> clipA, clipB, clipC, clipD; // Clips for the bullet types we handle. private void Awake() { if (instance == null) { instance = this; } }
// Use this for initialization void Start() { hasShoot = false; playerPosition = GameObject.FindGameObjectWithTag("MainCamera").transform; bulletPool = EnemyBulletPool.Instance; audioManager = FindObjectOfType <CAudioManager>(); beenHit = false; if (IsKamikaze) { StartCoroutine(KamikazeAttack()); } if (FireBullets) { StartCoroutine(FirstShoot()); } props = new MaterialPropertyBlock(); }
void Awake() { instance = this; }
private void Awake() { Instance = this; enemyBullet = (GameObject)Resources.Load <GameObject>("enemyBullet"); }
private void Awake() { Instance = this; }
void Awake() { current = this; }
// Use this for initialization void Start() { pool = GetComponent<EnemyBulletPool>(); actualAmmo = ammoCount; lastfired = 0; sprite = GetComponent<SpriteRenderer>(); }
private void Awake() { Instance = this; Initialize(30); }