void Start() { door = FindObjectOfType <EnemyDoor>(); isColliding = false; canClose = false; }
private void SetupEnemyRoom(Room r, bool withDoors = true) { // door(s) if (withDoors) { for (int i = 1; i < r.Connectors.Count; i++) { // need to block off each exit with a hallway (except the entry door) Connector c = r.Connectors[i]; if (!c.Available) { GameObject doorObj = (GameObject)Instantiate(ObjectFactory.Instance.GetObjectPrefab(ObjectFactory.eObject.EnemyDoor), c.ObjTransform.position, c.ObjTransform.rotation); EnemyDoor door = doorObj.GetComponent <EnemyDoor>(); door.IsOnMainPath = c.IsOnMainPath; door.SetRoomID(r.RoomID); } } } // enemy spawner GameObject spawnObj = (GameObject)Instantiate(ObjectFactory.Instance.GetObjectPrefab(ObjectFactory.eObject.EnemySpawner), null); spawnObj.transform.position = r.FloorCenter.position; EnemySpawner spawner = spawnObj.GetComponent <EnemySpawner>(); if (spawner != null) { spawner.SetRoomID(r.RoomID); Vector2 boundaries = r.GetBoundaries(); spawner.SetRoomBoundaries(boundaries.x, boundaries.y); } }
void Start() { effectPlayer = GetComponent <AudioSource>(); doorCollider = FindObjectOfType <OpenExitDoor>(); enemyDoor = FindObjectOfType <EnemyDoor>(); enemy = FindObjectOfType <Enemy>(); levelManager = FindObjectOfType <LevelManager>(); }
void Start() { enemyDoor = FindObjectOfType <EnemyDoor>(); isColliding = false; }