float maxTargetLength = 10.0f; // Maximum amount of time to have a target before searching for a new one void Start() { myInfo = GetComponent <UnitInfo>(); weaponsController = GetComponent <WeaponsController>(); myRigidbody = GetComponent <Rigidbody>(); target = GetEasiestTarget(); myHealth = GetComponent <Health> (); phase = 1; shieldsOn = true; boosted = false; if (!UnitTracker.GetActiveUnits().Contains(this.gameObject)) { UnitTracker.AddUnit(this.gameObject); } // set target on spawn messageTxt = GameObject.Find("MessageText").GetComponent <MessageTextController>(); messageTxt.DisplayMessage("Their shields are too strong for our weapons. Try to find a weak point."); }
void Initialize() { if (!hasInitialized) { hsDisplay = transform.Find("HealthAndShieldsDisplay").gameObject; messageText = transform.Find("MessageText").gameObject; objectiveText = transform.Find("ObjectiveText").gameObject; timerText = transform.Find("TimerText").gameObject; throttleText = transform.Find("ThrottleText").gameObject; weaponDisplay = transform.Find("WeaponDisplay").gameObject; if (hsDisplay != null) { hsDisplayController = hsDisplay.GetComponent <HealthAndShieldsDisplayController>(); } if (messageText != null) { messageTextController = messageText.GetComponent <MessageTextController>(); } if (objectiveText != null) { objectiveTextController = objectiveText.GetComponent <ObjectiveTextController>(); } if (timerText != null) { timerTextController = timerText.GetComponent <TimerTextController>(); } if (throttleText != null) { throttleTextController = throttleText.GetComponent <ThrottleTextController>(); } if (weaponDisplay != null) { weaponDisplayController = weaponDisplay.GetComponent <WeaponDisplayController>(); } hasInitialized = true; } }