private void Awake() { motor = new SpriteMotor2D( GetComponent <Rigidbody2D> (), GetComponent <SpriteRenderer> (), transform ); }
private void Awake() { attackCircle.enabled = false; cameraTransform = Camera.main.transform; motor = new SpriteMotor2D( GetComponent <Rigidbody2D> (), GetComponent <SpriteRenderer> (), transform ); hitpoints = maxHitpoints; ui = GameManager.instance.playerUI; ui.maxHitpoints = maxHitpoints; }
public void Initialize(Vector3 [] positions, Transform target) { if (initialized) { UnInitialize(); } initialized = true; this.enabled = true; this.target = target; length = positions.Length; enemies = new Enemy[length]; containers = new Enemy[length]; motors = new SpriteMotor2D[length]; states = new EnemyState[length]; paths = new Vector2[length][]; pathTargetPositions = new int[length]; callBackIndices = new CallBackIndex[length]; pathUpdateTimes = new float[length]; hasRequestedPath = new bool[length]; types = new EnemyType[length]; hitpoints = new int[length]; stunnedTimers = new float[length]; stunnedEffects = new ParticleSystem[length]; hitEffects = new ParticleSystem[length]; pointsLeft = new int[length]; for (int i = 0; i < length; i++) { enemies [i] = Instantiate <Enemy> (defaultType.prefab, positions [i], Quaternion.identity); enemies [i].index = i; motors [i] = new SpriteMotor2D( enemies [i].gameObject.GetComponent <Rigidbody2D> (), enemies [i].gameObject.GetComponent <SpriteRenderer> (), enemies [i].transform ); enemies [i].gameObject.SetActive(false); containers [i] = Instantiate <Enemy> (containerPrefab, positions [i], Quaternion.identity); containers [i].index = i; callBackIndices [i] = new CallBackIndex(i); types [i] = defaultType; hitpoints [i] = types [i].maxHitpoints; stunnedEffects [i] = Instantiate <ParticleSystem> (stunnedEffectPrefab); stunnedEffects [i].gameObject.SetActive(false); stunnedEffects [i].transform.position = motors [i].position; stunnedEffects [i].transform.parent = motors [i].transform; hitEffects [i] = Instantiate <ParticleSystem> (hitEffectPrefab); hitEffects [i].transform.position = motors [i].position; pointsLeft [i] = types [i].pointsValue; } Enemy.enemyController = this; }