private void Start() { Warning.enabled = true; Time.timeScale = 1; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; Warning.color = invis; urFlames = 0; skeletons = GameObject.FindGameObjectsWithTag("Enemy"); skeletonScript = new skeletonController[skeletons.Length]; magnetismScript = magneticWeapon.GetComponent <Magnetism>(); // Find the skeletons for (var i = 0; i < skeletons.Length; i++) { skeletonScript[i] = skeletons[i].GetComponent <skeletonController>(); skeletonScript[i].enabled = false; } maxHp = 200f; currentHp = maxHp; // gateText.SetActive(false); incrementalIncrease = 1f; RotationSpeed = 0f; }
// Use this for initialization void Start() { increaseForce = GetComponent <Magnetism>(); rig = GetComponent <Rigidbody>(); //blabla = vaisseau.GetComponent<Rigidbody>(); //blabla = vaisseau.GetComponent<Transform>(); }
public Frigate() : base(4, 2, 2, 3) { Type = UnitType.Frigate; Name = "Frigate"; RequiredTech = new Magnetism(); ObsoleteTech = null; SetIcon('B', 1, 0); }
public Lighthouse() : base(20) { Name = "Lighthouse"; RequiredTech = new MapMaking(); ObsoleteTech = new Magnetism(); SetSmallIcon(4, 4); Type = Wonder.Lighthouse; }
public Sail() : base(4, 1, 1, 3) { Type = Unit.Sail; Name = "Sail"; RequiredTech = new Navigation(); ObsoleteTech = new Magnetism(); SetIcon('B', 1, 1); }
// Use this for initialization void Start() { repulse = GetComponent <Magnetism>(); }
// Use this for initialization void Start() { attract = GetComponent <Magnetism>(); }