// Use this for initialization void Start() { shipExplodeAnim = GetComponent<Animator>(); gameScene = FindObjectOfType<GameScene>(); sfxManager = FindObjectOfType<SFXManager>(); wave = gameScene.GetWave(); difficulty = PlayerPrefsManager.GetDifficulty(); DetermineHealth(); string gameMode = PlayerPrefsManager.GetGameMode(); { if(gameMode == "Boss") { repeatFireRate = 2.0f - (0.1f * wave); } else { repeatFireRate = 2.0f - (0.01f * wave); } } InvokeRepeating("NextDestination",0f,1.0f); InvokeRepeating("EnemyFire",0f,repeatFireRate); scoreManager = GameObject.FindObjectOfType<ScoreManager>(); }
// Use this for initialization void Start() { shipExplodeAnim = GetComponent<Animator>(); shipCollider = GetComponent<PolygonCollider2D>(); gameScene = FindObjectOfType<GameScene>(); sfxManager = FindObjectOfType<SFXManager>(); wave = gameScene.GetWave(); difficulty = PlayerPrefsManager.GetDifficulty(); DetermineHealth(); camera = Camera.main; distance = transform.position.z - camera.transform.position.z; xmin = camera.ViewportToWorldPoint(new Vector3(0,0,distance)).x + padding; xmax = camera.ViewportToWorldPoint(new Vector3(1,1,distance)).x - padding; repeatFireRate = 2.5f - (0.01f * wave); laserSpeed = 3.0f + (0.03f * wave); InvokeRepeating("NextDestination",0f,1.0f); InvokeRepeating("EnemyFire",0f,repeatFireRate); scoreManager = GameObject.FindObjectOfType<ScoreManager>(); }