// bool canCount; // Start is called before the first frame update void Start() { bc = (bossController)GetComponent <bossController>(); shootTimeReset = shootTime; maxShootTime = shootTime; phase3ShootTimeReset = phase3ShootTime; }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { playerPos = GameObject.FindGameObjectWithTag("Player").transform; rb = animator.GetComponent <Rigidbody2D>(); boss = animator.GetComponent <bossController>(); boss.isAttacking = false; }
// Start is called before the first frame update void Start() { bc = (bossController)GetComponent <bossController>(); shootTimeResetP1 = shootTimeP1; chargeTimerReset = chargeTimer; stopTimeReset = stopTime; stopTimeReset2 = stopTime2; }
// Start is called before the first frame update void Start() { bc = (bossController)GetComponent <bossController>(); shootTimeP1Reset = shootTimeP1; shootTimeP2Reset = shootTimeP2; shieldTimeReset = shieldTime; shieldOnTimeReset = shieldOnTime; enemySpawnTimeReset = enemySpawnTime; }
// Start is called before the first frame update void Start() { thisShooting = GetComponent <pewPew>(); maskMerry = GetComponent <faceChange>(); thisCollar = puppetTeer.GetComponent <bossController>(); startingBossSpeed = GameManager.instance.startingBossSpeed; bossSpeed = startingBossSpeed; makeShadow = 0.8f; goHere = thisMob.position; }
//detects if hit an enemy, and tells the enemyController how much damage to take void OnTriggerEnter2D(Collider2D hitInfo) { enemyController enemy = hitInfo.GetComponent <enemyController>(); bossController boss = hitInfo.GetComponent <bossController>(); if (enemy != null) { enemy.TakeDamage(totalDamage); } else if (boss != null) { boss.TakeDamage(totalDamage); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { boss = animator.GetComponent <bossController>(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { boss = animator.GetComponent <bossController>(); atkNum = animator.GetInteger("attackNum"); boss.isAttacking = true; }
// Use this for initialization void Start() { aS = GetComponent <AudioSource>(); boss = GetComponentInParent <bossController>(); }