void Start() { rPC = FindObjectOfType <PC_Cont>(); cRifle = GetComponent <EN_PRifle>(); mHealth = _maxHealth; mState = STATE.TRY_TO_FIRE; }
protected void Start() { cRigid = GetComponent <Rigidbody2D>(); cPath = GetComponent <AI_Pathfind>(); cSeePC = GetComponent <AI_SeePC>(); rPC = FindObjectOfType <PC_Cont>(); }
void Start() { rPC = FindObjectOfType <PC_Cont>(); cRifle = GetComponent <EN_PRifle>(); cRigid = GetComponent <Rigidbody2D>(); mHealth.mAmt = mHealth._max; }
void Start() { rPC = FindObjectOfType <PC_Cont>(); if (rPC == null) { Debug.Log("No player character in scene"); } mGunD.mLastFireTmStmp = Time.time; }
void Start() { rPC = FindObjectOfType <PC_Cont>(); // This is incredibly important due to how I do this later on. Vector2 vDif = rPC.transform.position - transform.position; cRigid.velocity = vDif.normalized * mProjD._spd; }
void Start() { cHpShlds = GetComponent <A_HealthShields>(); rPC = FindObjectOfType <PC_Cont>(); if (rPC == null) { Debug.Log("No player character found"); } gUI = GetComponentInChildren <UI_EN>(); if (gUI == null) { Debug.Log("No enemy UI found"); } }
public void FAttemptFire(PC_Cont rPC, Vector3 vShotPoint) { if (mState == STATE.COOLING_DOWN) { return; } if (Time.time - mData.mGunD.mLastFireTmStmp > mData.mGunD._fireInterval) { mData.mGunD.mLastFireTmStmp = Time.time; PJ_EN_Plasmoid rPlasmoid = Instantiate(PF_Plasmoid, vShotPoint, transform.rotation); Vector3 vDir = rPC.transform.position - vShotPoint; vDir = Vector3.Normalize(vDir); rPlasmoid.cRigid.velocity = vDir * rPlasmoid.mProjD._spd; mData.mPlasmaD.mHeat += mData.mPlasmaD._heatPerShot; } }
// public ParticleSystem PF_HitByBullet; // public ParticleSystem PF_Explode; // public GFX_Gibs PF_Gibs; // public float _dropAmmoChance = 10f; // public float _dropHealthChance = 10f; // public PCK_Ammo PF_AmmoBox; // public PCK_Health PF_HealthBox; protected void Start() { cRigid = GetComponent <Rigidbody>(); rPC = FindObjectOfType <PC_Cont>(); }
void Start() { rPC = FindObjectOfType <PC_Cont>(); cRigid = GetComponent <Rigidbody2D>(); }
void Start() { rPC = FindObjectOfType <PC_Cont>(); }