public override GameObject create() { GameObject gameObject = Instantiate(weaponPrefab); WeaponController weaponController = gameObject.GetComponent <WeaponController> (); MultiBulletWeapon multiBulletWeapon = gameObject.GetComponent <MultiBulletWeapon> (); multiBulletWeapon.attacksNumber = attacksNumber; multiBulletWeapon.attackCost = attackCost; multiBulletWeapon.attackDistance = attackDistance; multiBulletWeapon.incentive = incentive; multiBulletWeapon.angle = angle; multiBulletWeapon.bulletsNumber = bulletsNumber; weaponController.BulletSpeed = bulletSpeed; weaponController.Damage = attackDemage; weaponController.FireDelay = attackDelay; return(gameObject); }
// Use this for initialization void Start() { animation = transform.FindDeepChild("Azazel").GetComponent <BossAnimation>(); stats = GetComponent <Stats>(); agent = GetComponent <NavMeshAgent>(); weapon = GetComponent <Weapon>(); weapon2 = GetComponent <MultiBulletWeapon>(); player = GameObject.FindGameObjectWithTag("Player"); ChangeState(AttackMode.Idle, MovementState.Idle); stageCombinationCount = Stages[0].ModeCombinations.Count; eyes = transform.FindDeepChild("LaserEyes").GetComponent <LaserEyes>(); GameObject area = GameObject.FindGameObjectWithTag("BossArea"); GameObject[] MinionSpawnPoints = GameObject.FindGameObjectsWithTag("MinionSpawn"); MinionSpawns = new MinionSpawn[MinionSpawnPoints.Length]; int count = 0; foreach (GameObject go in MinionSpawnPoints) { MinionSpawns[count] = go.GetComponent <MinionSpawn>(); count++; } }