void Start() { myRigidbody = GetComponent <Rigidbody2D>(); timeBetweenMoveCounter = timeBetweenMove; timeToMoveCounter = timeToMove; statSystem.UpdateCharacterUI(); }
// Start is called before the first frame update public void Start() { CC2D = GetComponent <CapsuleCollider2D>(); saveMoveSpeed = moveSpeed; playerPos = GetComponent <Transform>(); anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); statSystem.UpdateCharacterUI(); //checks if player is already in scene if (!playerExists) { playerExists = true; DontDestroyOnLoad(transform.gameObject); } else { Destroy(gameObject); } }
void Start() { player = GameObject.FindGameObjectWithTag("Player").transform; timeBetweenShots = startTimeBetweenShots; myRigidbody = GetComponent <Rigidbody2D>(); timeBetweenMoveCounter = timeBetweenMove; timeToMoveCounter = timeToMove; statSystem = GetComponent <StatSystem>(); statSystem.UpdateCharacterUI(); }
// Update is called once per frame void Update() { statSystem.UpdateCharacterUI(); if (moving) { timeToMoveCounter -= Time.deltaTime; myRigidbody.velocity = moveDirection; if (timeToMoveCounter < 0) { moving = false; timeBetweenMoveCounter = timeBetweenMove; } } else { timeBetweenMoveCounter -= Time.deltaTime; myRigidbody.velocity = Vector2.zero; if (timeBetweenMoveCounter < 0f) { moving = true; timeToMoveCounter = timeToMove; moveDirection = new Vector3(Random.Range(-1f, 1f) * speed, Random.Range(-1f, 1f) * speed, 0f); } } if (timeBetweenShots <= 0 && player != null) { Vector3 direction = (player.position - transform.position); float angle = (Mathf.Atan2(direction.y, direction.x) - Mathf.PI / 4) * Mathf.Rad2Deg; //Create projectile and define its orientation Instantiate(projectile, transform.position, Quaternion.AngleAxis(angle, Vector3.forward)); timeBetweenShots = startTimeBetweenShots; } else { timeBetweenShots -= Time.deltaTime; } }
// Update is called once per frame void Update() { statSystem.UpdateCharacterUI(); }
// Start is called before the first frame update void Start() { statSystem = GetComponent <StatSystem>(); statSystem.UpdateCharacterUI(); }