protected virtual void Start() { _movement = GetComponent <MovementComponent>(); _attack = GetComponent <AttackComponent>(); _movement.ChooseDirection(Camera.main.transform.position - transform.position); StartCoroutine(StartAttack()); }
private void Awake() { _spriteRenderer = GetComponent <SpriteRenderer>(); _movement = GetComponent <MovementComponent>(); _health = GetComponent <HealthComponent>(); SetNewSprite(asteroidConfigs.SpritesList[asteroidLevel + 1]); if (asteroidLevel > 0) { _health.OnObjectDestroy += SpawnAsteroidsAfterDestroy; } _health.OnObjectDestroy += WhenAsteroidDestroy; _movement.ChooseDirection(Camera.main.transform.position - transform.position); CreateAsteroid(this); }