void Awake() { player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <PlayerHealth> (); enemy = GameObject.FindGameObjectWithTag("Enemy"); //Change later to encompase all enemies vacHealth = enemy.GetComponent <VacuumHealth> (); }
// Use this for initialization void Start() { anim = GetComponent <Animator> (); player = GameObject.FindGameObjectWithTag("Player"); vacuum = GameObject.Find("VacuumRoombaPos"); playerHealth = player.GetComponent <PlayerHealth> (); vacuumHealth = vacuum.GetComponent <VacuumHealth> (); }
void Awake() { player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <PlayerHealth> (); vacuum = GameObject.FindGameObjectWithTag("Enemy"); //Change later to encompase all enemies vacHealth = vacuum.GetComponent <VacuumHealth> (); anim = GameObject.Find("VacuumRoomba").GetComponent <Animator> (); }
void Awake() { player = GameObject.FindGameObjectWithTag("Player").transform; anim = GetComponent <Animator> (); animation = GetComponent <Animation> (); playerHealth = player.GetComponent <PlayerHealth> (); enemyHealth = GetComponent <VacuumHealth> (); vac_nav = GetComponent <NavMeshAgent> (); anim.applyRootMotion = false; }
void Awake() { player = GameObject.FindGameObjectWithTag("Player").transform; anim = GameObject.Find("VacuumRoomba").GetComponent <Animator> (); animation = GetComponent <Animation> (); playerHealth = player.GetComponent <PlayerHealth> (); enemyHealth = GetComponent <VacuumHealth> (); vac_nav = GetComponent <NavMeshAgent> (); anim.applyRootMotion = false; vacuum = GameObject.Find("VacuumRoombaPos"); GameObject cyclone = GameObject.Find("Cyclone"); pSystem = cyclone.GetComponent <ParticleSystem> (); finalPSystem = GameObject.Find("Big Bang").GetComponent <ParticleSystem> (); spinPSystem = GameObject.Find("Lightning Spark").GetComponent <ParticleSystem> (); meteorPSystem = GameObject.Find("Meteor Storm").GetComponent <ParticleSystem> (); rigidbody = GetComponent <Rigidbody>(); animation = GetComponent <Animation> (); }
// Use this for initialization void Start () { changeTimer = changeTimerDelay; shootingTimer = shootingTimeDelay; impacts = new GameObject[maxImpacts]; for(int i = 0; i < maxImpacts; i++) { impacts[i] = (GameObject)Instantiate(impactPrefab); } anim = GetComponentInChildren<Animator> (); enemy = GameObject.FindGameObjectWithTag ("Enemy"); //Change later to encompase all enemies vacHealth = enemy.GetComponent <VacuumHealth> (); //Set this for robot EnemyRobot = GameObject.FindGameObjectWithTag ("Robot"); RobotHealth = EnemyRobot.GetComponent<EnemyHealth> (); //Set this for Helicopter EnemyHelicopter = GameObject.FindGameObjectWithTag ("Helicopter"); HelicopterHealth = EnemyHelicopter.GetComponent<EnemyHealth> (); //Set this for Security camera EnemySecurityCamera = GameObject.FindGameObjectWithTag ("SecurityCamera"); SecurityCameraHealth = EnemySecurityCamera.GetComponent<EnemyHealth> (); ammo = ammoAmount; changeToMain = false; playerpaw = GetComponent<PlayerPaw> (); //ToastAmmoText = GameObject.FindGameObjectWithTag ("ToastAmmoText"); ToastAmmoText.enabled = false; }